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Post by WARDEN on Dec 12, 2012 19:25:21 GMT -5
POWERS LIST Here on EotL we like to give you the member, the choice of what you want your power to be if you are a Gifted. Each Gifted has a special power, dedicated just to them. So for now there will be only one power of each kind per person until we start running out of power ideas and we will have to start sharing. Note the admins can and most likely will change the power list at any point in time to fit the sites needs. All members will be informed of any changes made to this list. NOTE: This list only applies to the Gifted.
Below is a basic list of powers that people can have. We put this in so that way there is no doubles of powers, rewrites of powers with just different words, or confusing first person or character driven powers only. There will be a cap limit to how many people can have each power until each one is filled. IF you have a power you would like to see listed and its not, please fill out the form below and we will review it to see if it can be fit in to the list.
User: Name here Power: Powers name Description: Give a short definition, please do not apply it to any specific character, third person format. Why: Why should we add this power?
Please note we as staff have right to accept or reject any power brought to us. We also have right to change the description or name of power to fit the sites theme. Please give us one week to reply to your request. If you have any questions please pm one of the founders or other staff.
REQUEST A POWER [CHARACTERS]
Below is the form for requesting a power for your character. Remember to look at the cap limit for each power. If its full you can't have that power yet. Get em while their available.
CHARACTER: Name here POWER: Power here
[atrb=border,0,true][atrb=style,font-family: georgia; color: #5DDFF0; font-size: 45pt; text-align: center;] SUPER HUMAN about it... Super humans are those that have powers related to the physical outside. Their power tends to come from physical prowess rather than mental skill. Every user has a strong structure to be able to use the body to move, bend, change, effect, or conform things around them. Many who can learn the art of physical tactics can become a great super human power user.
- SPEED - 0/10
This is the ability to go at super fast speeds that are almost inhuman. Some people will be able to go faster than others, but this is a great basic power to have. At the most basic level users can only run a short distance for about a half hour before feeling fatigue and the speed is only a bit faster than that of an average human, but a person with is power can cover distances they cannot. As a person practices the user can build up usage of speed to reach hours max before feeling tired. However, the price for over running is exhaustion and dehydration.
- STRENTH - 0/10
The ability to move or lift overly large objects without any problems what so ever. This power can crush a car like a soda can if the power is strong enough. No one wants to mess with a person that has this power under their belt. When a user starts only the heaviest weights in a gym are easy to lift. Moving objects like refrigerators, desks, tables, and other house wear pose as a small feat, but are do able as well. Oh and don't forget that the next time a fried or family member falls you can catch them! As adrenaline builds, most anything can be lifted except things rooted to the floor or ground. Cars, buses, trains (under strain) you can lift with some ease. The ultimatum of strength means as it sounds. Crushing things that are large in size like pop cans, uproot poles, hydrants, trees or other things that are easily movable, and throw them like their in the WWF smackdown. Buildings do not count, but the user sure as heck could put a decent sized hole in one! Watch your time limits though, the more energy you exert the less time you get.
- SONAR - 0/10
The ability to hear at great lengths. This ability lets people overhear conversations from clear across a room with no problem. And if one is really trained at it they can hear even the faintest pin drop a level above them. At a basic level a user can only hear a conversation across the room. Hearing people talk about anything and everything. Its not a very active power at this point but it sure can be a hefty one to burden if one doesn't want to hear another persons secrets or gossip about them. Aggressive sonar is more active than that of basic. Aggressive sonar hearing is fine tuned and allows for a wider range of noises to be heard within a room. However, aggressive sonar can give a person headaches after some time, but the advantage is that the person can refine who they select to listen in on. Extreme sonar means anything and everything is hear able. From heart beats to pins being dropped onto a floor. Conversations can be heard in the next room over, but not much more than that. If too much strain is put into hearing that far away the user of this power could go temporarily deaf. But its super refined and super focused on what the person wants to hear.
- SCENTATIVITY - 0/10
The ability to be a mega sniffer like a dog. This power can be a great ally or ones worst enemy. Good and bad smells can come off as gentle or overbearing. This is something useful for one who wants to be able to tell others by the way their scent is. At the most basic level a person with the enhanced sense of smell can only identify faint smells that have been around most recent and of only one person at a time. Items become overkill smell wise and the scents of humans and animals start becoming unique to themselves.As the sense of smell increases so does the number of people the user can identify at once. Strong smells are well defined and some can be traced back to the original roots such as perfume. Long range ability to smell also come in and only up to a rooms radius at first. Tracker means that the user can identify up to five or more in there query and smell for a controlled long distance. Everything can be identified by smell alone. However, strong smells can be a knock out for someone when they use this ability too much.
- SENSITIVITY - 0/10
Super sensitive touch, this ability can let a person feel every grain in a piece of wood to feeling vibrations from people walking. This power can be very valuable to someone who wants to possibly be super stealthy. Small details can be told in materials. A person with this ability can easily tell the difference between one fabric to another, or one piece of wood from another, etc. They supposedly have a "eye" for good taste, when in all reality they just can tell real from face value very easily or quality. As it increases density, weight, and texture is all tell-able, even a lock of hair can be traced back to who it belongs to by its feel alone if the hair had been touched previously. It also slightly extends past the body and a person has to only look at something to read the textures feel against there fingers like a phantom or an echo of its previous touching. The most advanced is the feel of vibrations being so attuned that through the touch of hands or feet a person with this ability can tell who the person is even if there in another room. What type of animal is near by. Or can tell if rain, snow, leaves, or hail is dropping. Everything finely tuned stands out touch wise. It doesn't even have to be in true physical contact just vibration contact.
- FOCUS - 0/10
Focus, sometimes better known as enhanced sight or eagle eyes, is the power to see small details, or things that are very far away. It is a good power to have if one wants to see everything for what it is or to seek out all ends of the truth. This also could be considered a potential predecessor to hyperkenesis. Enhanced means just as it sounds, a person with this power can on whim focus on things close up or far away more than a normal 20/20 vision would be. This allows for seeing things that the normal eye can't conceive. In a heavier context though, this enhanced sight can give headaches if used too often or for too long, much like the way headaches are drawn when there is too much bright light or one looks too long at a screen. The best way to describe is imagine being in a plane and being really high up. Now imagine being able to read a license plate from that height, yeah that's possible. Everything is easy to see, just as if you were looking at it through a telescope. Eventually when on the ground every fiber of grass can be seen, every thread in a shirt, or every dent no matter how small in a cars side. This power reaches beyond and magnifies it. Eventually heat sensory vision becomes possible. This allows the user to see people, animals, and objects inside buildings if they have a certain signature be it cold or hot. Also dark beings verses pure light beings can be determined by this heat/cold vision.
- AGILITY - 0/10
The ability to move with accurate grace. Its not a well noticeable ability but it is one that can astound in the oddest of places. People with the power of agility can be great acrobats. At the basic level all the user knows or can do is stand perfectly balanced, nothing more nothing less. They can wall across narrow bridges or walkways and never fall, but they can't do anything fancy like a gymnast. As they get more practiced a user can balance with gymnastic moves and not have problems doing it. The master of agility can add marshal arts to there combo of balance and gymnastics. They are the true agility masters, and can stealthily move if the need is there.
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[atrb=border,0,true][atrb=style,font-family: georgia; color: #5DDFF0; font-size: 45pt; text-align: center;] MENTAL about it... Mentalists are those that have powers related to the mind. Their power tend to come from mental prowess rather than physical. Every mentalist has a strong structure to be able to use the mind to move, bend, change, effect, or conform things around them. Many who can learn the art of mental tactics can become a great mentalist.
- TELEKINESIS - 0/10
The ability to move object with ones mind, whether it be to draw the object nearer or to repel it away from ones self. Its all about defying the gravity around them. A person can even telekinesis themselves if they can imagine themselves in there head thus giving off the illusion that they can actually levitate or move around in the physical space.
Levitation through telekinesis is the ability to lift off the ground for a short period of time, lifting ones own body into the air. Also other objects can be lifted with this power. Much easier than lifting ones self. But one should not go trying to lift a car or whatever with this power unless they have mastered the art of telekinesis fully. As a telekinetic advances they can push objects quickly away from them or pull them quickly to them. Its the amount of mental force directed out that causes the object or person to be thrusted one way or the other. Its not advisable to try and take and push a building down with this power however. At the highest point, any person, object, or thing could be considerably crushed under telekinetic weight. Its a very deadly power level. Even buildings can be made to implode on themselves just from the mere weight of the power on the building. However the price paid for the highest level of telekinesis is passing out from exertion.
- TELEPATHY - 0/10
This is the power of using ones mind to communicate to another persons mind. Telepaths can also hear others thoughts. However, a telepath cannot effect a persons mind like a mind controller can. There power is more like a social network. Reading is the ability to see the thoughts of others, read them, and know what they are. It does not mean that thoughts from the reader can be given back though, only just taken. It is useful to someone wanting to spy however. Speaking is where returned thoughts can be given back to the one being read from. It also means that they can communicate back and forth even if the communicatee is not telepathic. Just so as long as the telepath is they both can talk back and forth. Illusion through telepathy is the ability to make a person believe that they are somewhere where they are not. Its all in the mind though. This power has put many and victim of it into psych wards. A telepath using this power can change a persons whole mental reality and the victim would not even know that they were being used. Instead the victim would end up checking into the psych ward and the culprit never being caught. This power can also be conjuntioned with dream walking as well. Making people sleep walk right off buildings.
- MIND CONTROL - 0/10
People with this ability can only control what anothers thoughts are. They cannot communicate via this power. It is much like the way a hypnotist works or a jedi, whichever is more understandable. Basically the classic saying "these are not the droids your looking for", applies to this particular power. A trick is something simple. Its small enough to fool the mind for about a few minutes or so. With just the wave of a hand a person can be controlled to believe something else, say something they wouldn't, etc. "These are not the droids your looking for" -Obi Wan, Star Wars IV. But it is not everlasting. Perception, like illusion alters a persons reality. However, this has more direct control than even illusions have. Where as illusions are indirect, perception is more direct. This is where the mind controller can actually tell a person to go walk off a ledge without even the person having to see an illusion of it. They will just do it. However, the mind controller can make them perceive that they are going to jump into a vat of boiling hot lava and they will at max mentally feel it. But this is only temporary as well. Hypnotism lets them have full control over someone, sending the person into an all out trance state. People who are like this can have there functions fully controlled, and the mind controller can actually use them like a life size voodoo doll, there own body matching the walk or stance of their victims. They can also get them to do there bidding easily and make sure their mouths are kept well shut. However mind control comes with the price of headaches and residue of traits from the other person coming off on the controller over time.
- VISIONS - 0/10
Visions are said to be the art of the prophets, well in this case psychics with this power can see things that have been or will be. They come in the form of day visions which are short and distinct or dreams at night which could be more detailed. Either way a visionary has the power to change fate if it be future event or cheat death. The power can be very tiring however. Present visions are things that are within that day. Its no more than 6 hours from when they see it. Most though are 5 mins at minimum within that time frame. They usually are connected to important events. Sometimes these visions are passed off as Deja'Vu. Past can be 6 hours prior to even further back. These are of events that have already happened. It may not seem as important as it looks, but if the user is a crime investigator it can be highly useful to catch the culprit. Future can be 6 hours ahead or more. These are of events that have not occurred yet. In case of needing to know if something bad is going to happen this can be very helpful. Or the person can abuse it and check the lotto, whichever.
- THE TOUCH - 0/10
This has to be the most unique of the mentalist abilities. Touch telepathy allows the user to learn other things. For example a person who couldn't play a guitar before could touch it and learn what had been played on it previously. This also can work for learning others abilities which could last for minutes up to hours or days. Basic touch is the ability to touch an object and learn from it what was on it prior. However, this does not last long and it has to be repeated over and over again before it gets engraved to mind. However, it can become very useful to the user if they want to learn something. For if a book has been read all a person has to do is touch it and know all its contents for a short period of time, Some may abuse this and use it on tests. This is for small objects only though. Nothing as big as cars can be learned from. As a user advances, everything large becomes more touchable and learn-able from. Things such as vehicles to intricate web systems. It all is at the grasp of the user. Again it is short term but if done enough times it sticks. At the advanced point, this is very unique to a touch, the ability to steal powers from another person becomes possible. However, this does not last forever just as previously spoke of and the person they steal from still keeps their power. Unfortunately unlike the lesser things learned from this power cannot be kept forever, however, the information on the power can stay making it harder to be vulnerable to another person power, but not impossible.
- HYPERKINESIS - 0/10
Perfect accuracy, is what this power means. Some say the best athletes have it naturally. But in this case with perfection it means never missing if your focused on it. Most with this power are very focused, organized, and on task. Short range hyper can accurately shoot objects into or at something from a short distance, like a person standing at one side of a room with a pop machine at the other side. The person would be able to accurately put a quarter into the machine without much hassle. Long range is a bit further out I can be from one end of a hall to another or from one building top to another. However, the person must be in view in order for it to be long range. But whatever it is they do it will be hyper accurate. Perfect hypers can have accuracy without even seeing the thing they are hypering. They have perfect ability to do something without knowing where there target is, but they do get it.
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[atrb=border,0,true][atrb=style,font-family: georgia; color: #5DDFF0; font-size: 45pt; text-align: center;] ELEMENTAL about it... Elemental's are people who can naturally wield some sort of element or sub element of a main element. They tend to be able to create, conform, change, or manipulate one element with precision. Most elemental wielders can only wield one element. However, if someone eventually could wield all the elements they would or could be considered an elemental master.
- GEO - 0/5
To wield the earth is to understand nature almost itself. From the rocks to the trees. Earth elemental wielders can cause earthquakes or raise trees up to there fullest potential. Nature is the earth wielders friend. Earth talking is just that, speaking to the earth itself. The plants, the trees, the grass, etc. Anything that's related to earth. If the user and understand the speech then they will be able to speak it to the earth thing. Earth growing is being able to speak the speech of the earth and summon it to grow at whim. This can go for trees, plants, grass, and even stone! It also can be used in reverse to reveal places. Quakes can shake the ground with this heavy duty power. This power can cascade down buildings with a single major shake. Its the ability to summon the ground to shift to ones will.
- PYRO - 0/5
The harbinger of life itself but the destruction of it as well. Fire is an uncontrollable element most times. But a fire elemental wielders can charm, coax, and conform it to work for the fire wielders will. They can make anything from campfires to explosives. They can even tempt the volcanoes if they tried hard enough. Fire elemental wielders are not a force to be reckoned with. The speech of the fire is hard to do, but if a person can learn its dialect its a powerful tool. Fire at the basic stage can be summoned to do small camp fires, light candles, make fireplaces come to life, cause small fireballs, and other such small dealings. Explosion is more deadly than flame charming. Explosions can take out entire walls, rooms, or sections of buildings. It can decimate cars and other vehicles. The emotion anger seems to tie heavily into this power, but not always. Eruption, there goes the planet! Eruption is the final ability to summon the heated rocks of the core. Lava can be spewed from anywhere it doesn't have to be a volcano. Its deadly and can take out an entire cite if left unchecked. Otherwise it can be used to make area's of land that did not exist before. If really refined it can be used to wield things like mental objects together.
- HYDRO - 1/5
The other bringer of life and death. This is fires opposite. It unlike fire is calm, cool natured, and easy going. However, it can be powerful and accurate. Water can clean, heal, or sweep away anything dirty. Water also can be vaporized or turned into ice. This element is very flexible. But it also is one that can be as dangerous as the others. Condensing water is getting it to conform into liquid shapes that it normally couldn't go into. It also means that water can be pulled from anywhere, even a desert. This is useful when one is in an area that is deprived of water or is surrounded by it and its not edible. People can make water bombs with this ability too. The next step, steam, on its own is not deadly. Its whats done with it that makes it dangerous. On its safe side it can hide things if its thick enough. On its deadly side it can burn a persons flesh if its too hot. Ice is steams opposite. Safely it can be useful for drinks, chilling down flames, or cooling down a room. On its dangerous side ice can be flung like shards, freeze things including people, and be used to cause rivers and other water ways to stop flowing.
- AERO - 0/5
Wind, or air as some call it, is the wielding of the air around. It can be as gentle as a breeze or it can be as deadly as a storm. Electricity is said to come from this element as well. Wind elemental wielders may also be good with music and or art. Songs, spoken words, and more can gather on a wind. Gentle breezes can be summoned to send messages, receive messages, and cast objects and people to fly depending on how gentle it is. A user could get wind to lift them like levitation. At the nest stage, tornado's on there own are dangerous, but what if there controlled by a aero user. Now that's is a deadly force not to reckon with. By nature tornados can rip things apart with just the spinning winds. Scary to think that could be inside a building. Storms are the most volatile forms of wind. Storms can leave gales up to over 100 mph and destroy everything in its wake. Also the gathering clouds can linger and never go away. It would be like an eternal night if clouds where left over a city.
- SPIRIT - 0/5
The power to see beyond the vale, or better known as the spirit world. Its a highly uncontrolled element seeing as not always what is seen or used is purposefully done. If controlled it can be seen, used, or communicated with. Aura is just as it seems, its is the ability to see beyond the vale of what is. It is in the form of colors, visible spirit that sometimes crackles like electricity, shadows of things that were, and of course in this day and age powers as well. A person who can aura read a living being can tell a lot about them. Its long lasting, and does much. However, don't touch a person who may be a mentalist they may get visions from the connection. Its not easy being an aura reader. An advancement of the first, the spirit wielder can see spirit guides as well as the living spirit in plants and animals. Even a person who is blind can see at a good radius from there body even if its not like the sight everyone else has. A person also can judge what a person is like personality wise by there animal or spirit guide. The Sight is the full blown deal of spirit. Everything living, dead, demon, or angel can be seen by the wielder. They can communicate, command, and control the spirits of the world around them. This is a barrier breaker to Necromancy. Most just communicate with and let them communicate back via "telephone" effect or via possession.
- ELCTRO - 0/5
The power to harness electrical paths, or better known as lightening. Its a highly unstable element seeing as if it is not controlled the power discharge can go just about anywhere it wants to go. If controlled it can be any length, discharge, or color when directed to do so. Zap is just as it seems, its is a small discharge of electricity that comes from the hand. It can jump start cars, get machination to work again, or make a security system not work. Its short lasting, and doesn't do much. However, don't touch a person and do it they may end up having a heart stop depending on the charge control. Discharge is a short burst control of electricity with the body. A person who can do this can send a radius discharge about 5-10 feet from their body. Anyone in its path will be thrown back, electrocuted, or killed. Bolts are electricity that they can summon from there body in the form of a condensed bolt or from the sky to come down on one spot. If its from the body it can be directed with accuracy. If from the sky its volatile and goes where it pleases at most points but is directed to a small amount as to where the user wants it.
- ENERGY - 1/5
USERS: Sethius Black
This power is very rare and settles in very few people in large quantities. Its creative and imaginative. A energy wielder can make things or change there form or make them back to energy again. However, they can not bring back a life that has died without paying a great expense on them. Even simple tasks can be hard if not trained right. Energy balls are condensed bits of energy. They tend to be the color of the users aura or how there feeling. So an energy ball could be red, blue, purple, orange, etc. Transforming is the part of the ability to take one object and transforming it forever into something else. Like a a box into a coffee cup. Depending on how practiced the user is at this, depends on what can be transformed. The bigger the object the bigger the energy taken out. Create is the point where anything can be created from thin air. Objects, animals, people. It all really depends on how well trained the user is, but living things are ill advisable to make. Unless the user knows what they are doing.
- SHADOW - 0/5
This ability is not evil it is just darker in nature. It is the exact opposite of energy. Destructive it can take a way everything or mark it as a negative of itself. Those that can wield this can walk amongst the shadows and used them to hide. This power is the balance to energy its yin to energy's yang. There cannot be one without the other so to say. But in the case of wielders with this it could mean the tip of what way things go, for better or worse. Shadow balls are much like energy balls, but there colors tend to be dark and dull. Most of the time they range in reds, blues, purples, or dark greens. It does the same thing as an energy ball though and they can counter each other out. Shadow walk is the ability to use the shadows as a doorway from one area to another and get there undetected. All a user has to do is "side step" into a shadow on whim and wah la they are gone! Negative is the ability to make everything the opposite of what energy creates. It means it could make good things mean, proper shaped things askew, turn blue things purple, etc. it's basically an opposite maker.
- DARK- 0/5
The negative of the universe. Fear is a relative of shadow wielding. However. this deals with the dark directly. It too is a balance to energy. Where as energy is lighter, fear or dark is well dark. It is a super charged negative. People with this power are most likely bad at the soul level and are very corrupted, but not always. Dark orbs are the opposite of light orbs. Dark orbs can suck light out of a room that's lit. It can make an area pitch black. It can't do much other than this, although one could suppose that darkness can be blinding in some ways too. Instead of healing dark tends to tear down, destroy, or take apart things. A wound will get worse, internal injuries will persist, and the sick will die. It makes things look like there melting and dis-forming. It also seems to have to cold tension to it where as light is warm and comforting. Black holes are just as we know them. They suck everything including light in. They are the epitome of dark. Black holes can be the size of pins, or as big as a city. Out of any power this has to top the deadliest list. Black holes are hard to make though and are not very common to see.
- LIGHT (LUX)- 0/5
The positive of the universe. Healing is a relative of energy wielding. However. this deals with the light directly. It too is a balance to shadow. Where as shadow is dark, heal or light is well light. It is a super charged positive. People with this power are most likely good at the soul level and are very pure, but not always. Light balls better known as stars are condensed light that is useful for being in dark places. This is an illumination ability. It can't harm anyone except to blind them maybe. Healing is light being condensed enough to take and cast away injuries. Its a relative to energy really. It mends cuts, heals internal wounds, and makes sick people well. Nova is the ability to make a light wave visible enough that it can actually make air itself move slightly to the point where it blinds, pushes, and makes a loud pop sound as it expands like a star exploding.
- SPACE - 0/5
Teleportation, a sup ability to space, is the ability move through space in ones current plane. They can also distort the space around them, make it bend or change. This is also considered an advanced mental sort of power seeing as one has to use their mind to create the change of space, or think of where they want to go if they teleport.
- TIME - 0/5
Jump forward or back through time freely, not wise though. Beginners can go back or forth only hours, while masters of time can go back or forward days, weeks, months, or years. Also for those who have mastered time they can tangibly change the past for future. Most can retain what they have learned from their time travel. Another thing that time wielders can do is make time bubbles and loops in time that can either cover a small area or a large radius.
- PLANE - 0/5
Plane walkers can jump to other planes around them. One would consider them masters of the universe. However, it is said that many of this type have lived more than one life or have a very old soul. one or the other. On the other hand these types of people might just be lucky. Dimension walkers, or sometimes better known as jumpers, are those that can move from one plane of existence to the next fluidly. Heaven, Hell, Purgatory, alter dimensions, fictional dimensions, or other; the ability to jump is very powerful.
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[atrb=border,0,true][atrb=style,font-family: georgia; color: #5DDFF0; font-size: 45pt; text-align: center;] MANCY about it... Mancer's tend to be able to command certain things around themselves alone. There power stems from without not within. Mancer's tend to command what they believe would make them feel out of control and some one that their not.
- BEAST MASTER - 0/5
This sort of mancer can control a diverse range of animals. Animancers are known also as Beast Masters. Their control is as limited to them as their practice of their art. This power only applies to earth based animals. At companion stage a beast master can only control one creature at a time. Usually at this point a animancer chooses a specific animal to work with and only one. They are able to learn and understand that one creatures actions, thoughts, feelings, and language even. Some beast masters can talk to their creature and even hold conversation with them. A beast master, once their at the point of clanning, could control, converse, and command a group of animals of the same specie. They become one with that group of creature and that group only. Beast masters final stage is the diverse level and can start commanding creatures outside of their first chosen one. The just go back through levels one and two for their integration into the usage of. It is a process that must be followed.
- TECHOPATH - 0/5
This mancer can control and command electronic objects rather than electricity itself. However, they are very much so related to their electro wielding cousins. Most often technopaths are very smart and are highly gifted already without powers. At the first stage a technopath can communicate with an electronic object of any sort be it computer, phone, or other. They can understand the mechanical objects lingo like it were speaking English to them. At the second step technopaths can easily construct a robotic or mechanical object to function on its own. Instead of taking weeks to make something it takes a matter of hours or days. Old mechanical objects such as cars and other vehicles can also be repaired by a technopath at this stage. At the last stage a technopath could get an object that should by no means be able to run, run. They can jump start cars that have no gas and can turn on lights wherever and when ever they want. However, the price paid for this level is exhaustion and being drained of ones own electrical energies causing the object in use to stop working. An army of robots made could be controlled by a technopath at this level though. However, like a battery they can only go for a few hours and then peter out.
- FLORAMANCER - 0/5
Floramancy is the art of being able to work and manipulate plants into growing, coming back to life, and also commanding them to do things plants wouldn't normally do. Floramancy requires the user to be in tune with nature like there geo wielding cousins. Regenerating plants is the first stage of floramancy. A mancer of this type can make a dead plant come back to life from its dead wilted slumber. It must be an existing flower or plant though. Sometimes a floramancer doesn't even know they do this stage all the time. If one gets really good at this stage the more flowers or plants at once one can bring back. At the second stage, a floramancer can grow plants from scratch taking seeds and growing them even right from the palm of their hand. Floramancers at this stage can star really great gardens if they want and keep them going even in the cold harsh winder months. Snare or attack mode is the stage where a floramancer can command a plant or a group of plants to attack or snare them into a trap or kill them. Snare takes a lot of concentration and also having the ability to communicate with the plants. This can be quite exhausting after a while.
- OBJECTOR - 0/5
Objectors are those that can command and conform objects to do their bidding. It can be any object so long as it is inanimate. Most often they are common objects we see every day in society. A person at the first level can move an object from one spot to another. Unlike telekinesis it can only be done with objects. They cannot however levitate them like a telekinetic either. It's quite limited but its better than nothing at all. At the second level an Objector can take and animate the same objects they could just push or move. They can make them do the functions they are meant to do or even not meant to do. Basically all it does it make the objects move in unnatural ways. Change, the third level, is where an object can be transmuted into another. It must be an already existing object and not just out of thin air. Once an object is transmuted it usually is hard for it to be transmuted back to its original state. However, a practiced Objector could pull it off. Once it is transmuted into something else it takes in that objects properties.
- ELEMANCER - 0/5
An elemancer is someone who can control more than one element at a time or an elementalist person. They are really good at commanding more than one element at a time however there are prices to pay with each element commanded or elementalist. An elemancer can control 2 or more elements unlike there elementalist cousins. However, to control all the elements at once is almost nearly impossible. Most can only control 3 elements at once, otherwise it would overload the user. An elemancer can infuse objects with elements. This is a tricky stage, but one that is well worth the effort to get to. An elemancer at highest stage can sway a one power elementalist to doing things. Also an elemancer can absorb another elementalist power, but only elements. The absorbing only lasts for a few hours.
- MYTHO MASTER - 0/5
This sort of mancer can control a diverse range of creature. Mythomancers are known also as Mytho Masters. Their control is as limited to them as their practice of their art. This power only applies to mytho based beings, basically for this sites case mytho shifters. At this stage a Mytho master can only control one creature at a time. Usually at this point a mythomancer chooses a specific creature (usually shifters seeing as their are no know real mytho creatures outside of that right now) to work with and only one. They are able to learn and understand that one creatures actions, thoughts, feelings, and language even. Some Mytho masters can talk to their creature and even hold conversation with them. A Mytho master at the second stage point could control, converse, and command a group of creatures of the same specie. They become one with that group of creature and that group only. Mytho masters at the third stage can start commanding creatures outside of their first chosen one. The just go back through levels one and two for their integration into the usage of.
- NECROMUNGY - 0/5
Necromungy or necromancy is the art of controlling the undead. They can raise, animate, and control those that have passed on. Most undead are just shadows of who they had been. However, that is not where necromungy ends. It is a very dangerous and dark sort of power if used wrong. Animating is the first level stage to necromungy. An animator can manipulate one person at a time like a puppet. The person being animated looks normal, can eat, and can do many functions a normal human does. The only difference is, is their animations don't stray far from them due to the lack of range the animator can make them go. Much like zombies, animated humans or animals can be animated in groups. They call the congregation of beings a flocking. Flocking of animated people or animals can be used as an army. Soul stealing is a very dangerous stage of this power. It clearly means taking the soul of one animal, plant, or person and either keeping it for self or transmuting it to someone else. To suck the life force from someone would kill that person and if the necromunger likes can control that persons body and actions. A necromunger can lose themselves in to deep with this power though and forget who they are if not careful.
- CELESTIMANCY - 0/5
Celestimancy is the art of using, commanding, and controlling angelic forces. Their mancy deals in higher frequencies than the normal ear or eye picks up. Its not totally clear all the things celestimancy does. The first level of celestimancy is the awareness of the higher vibrational energies around them. Angels are the thing that most will see aside from hearing angelic chatter. Awareness is just as it seem, being aware of even if those forces don't want you to be. Summoning is the art of bringing a specific celestial being to ones self to command. Most can only summon one at a time. The being has to do what the summoner commands. However, because celestial beings are so high energy strung they can only be controlled for so long unless the user is really strong. Invoking a celestial being means taking in that being and being its host. The invoker has the powers of that celestial being so long as that being is inside them. Not everyone is built to invoke though, and an invokation can kill someone if they don't do it right.
- DEMONMANCY - 0/5
Demonmancy is the art of using, commanding, and controlling abyssal or demonic forces. Their mancy deals in lower frequencies than the normal ear or eye picks up. Its not totally clear all the things demonmancy does. The first level of demonmancy is the awareness of the lower vibrational energies around them. Demons are the thing that most will see aside from hearing demonic chatter. Awareness is just as it seem, being aware of even if those forces don't want you to be. Summoning is the art of bringing a specific abyssal being to ones self to command. Most can only summon one at a time. The being has to do what the summoner commands. However, because abyssal beings are so low energy strung they can only be controlled for so long unless the user is really strong. Invoking a abyssal being means taking in that being and being its host. The invoker has the powers of that abyssal being so long as that being is inside them. Not everyone is built to invoke though, and an invokation can kill someone if they don't do it right.
- MORPH (ANIMUS) - 0/5
Morphing tends to be the ability to change themselves and themselves alone. There power stems from within not without. Full Morph's tend to try and be what there true selves are or some one that there not. They are NOT to be confused with Were's or Shifters! Morphing can be anything such as animals, objects, technology, elements, or plants. Basically anything the heart desires. But the thing is they have to fully change. So before the term morph its class would be before it such as animorph, technomorph, shape morph, etc. Then it could be specific after that for example animmorph-wolf. Its not that hard to figure out. But these morphs are the easiest to hide.
Half morphs can be anything such as animals, objects, technology, elements, or plants. Basically anything the heart desires. But the thing is they have to half change. So before the term halfling its class would be before it such as animal-halfling, techno-halfling, shape-halfling, etc. Then it could be specific after that for example animal-halfling, wolf. Its not that hard to figure out. But these morphs are not the easiest to hide. Halfs have only half of something. For instance has only wings, fangs, pointy ears, can grow antlers, or has the hind or front quarters of something. Some half morphs are relative to the next category. Those that fit the myth are considered mytho morphs.
Mytho morphs are a product of unnatural shifting. For instance a person could shift their body in odd and very strange ways that only could be ready for sure in legend. They could be a dragon and fly the skies or they could burst there selves into flames and turn into a phoenix. Basically the mytho creature can become them. Any mytho's though is rare, and are considered of practically high status. So far the known mytho morphs are the alpha breeds.
- SOMNIMANCY - 0/5
Dream/Nightmare masters can conquer just that, the dream world. They can be called astral walkers as well seeing as they can extend to other dimensions through sleep and realities. This can be a very powerful ability when it comes to protecting ones mind for dream/nightmare masters are very imaginative good or bad. They can also bring others in to their dreams or nightmares
- HEMOMANCY - 0/5
The user can generate excessive amounts of blood and manipulate, animate, solidify and otherwise control it, whether the blood is their own, from their surroundings (blood-bank, hospital, battlefield) or from/in someone else. Hemomancy is dangerous and in many cultures is considered "blood magic". Overuse of this power can drain the user, an equal exchange much like alchemy. User loses energy to gain use of power over blood. It can be a useful power in extreme situations.
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