Post by THE LION & LAMB on Apr 19, 2009 18:49:59 GMT -5
THE RULES
COMING SOON
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BEWITCHMENT (charmers)
the ability to make a person do, say, or feel what they wish them to using a magical abundance of charm. can't cause love, but can force a person into a strong lust. notice overly charming personalities at a very young age. as children, they notice that they can get just about anything they want from people.
can already exercise full control without even noticing. they weave their way into a person's mind with their charm and wit. they have to come into physical contact with a person at least once to get into their heads, and can only control them for up to a day at a time and often get weak even then.
•level two
at level two, a bewitcher will have realized that they are capable of making people do what they want; many let this go to their heads. able to more openly use their powers at this point, only requiring eye contact. can hold control over a mind for a longer interval of time. still often made weak if power is used too frequently.
•level three
can exercise control over almost anyone at this point, and they don't need to touch or lock eyes with a person to do so. simply notice a person, think of what they want, and their will embeds itself in the person's psyche. draw people to them to do their bidding. level three bewitchers can hold their control over a person for years at a time.[/ul]
EARTH ELEMENTALISM (clochs)
the ability to control, create or destroy earth such as rock, stone or terrain.
a level one earth elemental is, for now, only able to manipulate a small to medium amount of earth without being drained, and can create only a small particle of earth like substances - such as small pebbles - but must concentrate greatly and rest immediately afterwards or else fall into unconsciousness.
•level two
a level two earth elemental is able to control larger amounts of earth, and create somewhat larger amounts of earth - such as large boulders, or rock walls - without needing to rest afterwards. they must, however, rest between creations and manipulations or risk draining themselves. as a level two they are now able to control earth enough to actually change it into a different form of earth - such as plain old rock, into diamond, but, for now, only in small amounts and for short period of time.
•level three
a level three earth elemental is now able to control all amounts of earth, and can now turn any type of earth into another form in much larger amounts without it changing back as long as they wish. they can now even create terrain anywhere as long as it has some connection to the ground.[/ul]
• EMPATHY (readers)
the ability of reading and manipulating the emotions of those around them.
at level one, empaths are unable to sort through which emotions are their's or someone else's and are also incapable of picking and choosing who to read. at this stage of development, they can only read the emotions of those around them rather than controlling them and are often affected by the emotions they read if they are strong enough.
•level two
at this stage, an empath has learned to control who they are reading at any given moment and how to close out the emotions of the rest of the people around them so as to kepp them from flooding in. they begin to learn how to manipulate a person's emotions on a small level.
•level three
level threes can decide whom to read and how many people to read, and are even able to tolerate a flood of emotions at once if they lose focus long enough to stop controlling the flow. they are also experts at controlling emotions at this stage, able to make a person feel whatever they wish, though it is up to the person how they react.[/ul]
FIRE ELEMENTALISM (pyros)
the ability to create, control or extinguish fire.
a level one fire elemental is, for now, only able to manipulate a small to medium amount of fire without being drained, and can create only a small amount of fire but must concentrate greatly and rest immediately afterwards or else fall into unconsciousness.
•level two
a level two fire elemental is able to control larger amounts of fire, and create somewhat larger amounts of fire without needing to rest afterwards. they must, however, rest between creations and manipulations or risk draining themselves. as a level two they are now able to control fire enough to actually extinguish it, but, for now, only in small amounts.
•level three
a level three fire elemental is now able to control all amounts of fire, and even fire based explosions, with little to no concentration as well as create fire and fire based explosions without needing to rest. they also have the ability to completely extinguish any amount of fire.[/ul]
INTANGIBILITY (ghosts)
the ability to go through solid matter.
able to go through thin walls, and smaller objects with little concentration, but with a great deal of concentration for larger objects and thicker walls. can use ability for long periods of time if with small objects, but only for short periods of time with larger.
•level two
able to go through thicker walls and larger objects easier, and through floors with little concentration. also able to go through people for long periods of time, but must completely go through the objects or persons.
•level three
able to go through any object with no concentration, and can go deep into the ground for long periods of time. can also un-phase all or part themselves within an object, such as a person, giving you the ability to actually grasp things within the object or person and have it phase with you back out.[/ul]
MEMORY MANIPULATION (stormers)
enables a mutant to read the memories of their target and then alter, create, or erase memories accordingly.
at level one , memory manipulators are already to use their powers to their full extent, though it requires a lot of concentration and can tire them out to the point of exhaustion if they use the ability for too long or work too hard at it. this exhaustion can even lead to insanity if not handled properly.
•level one
level twos are less likely to become exhausted to the point of insanity than level ones, being that they have trained their mind to handle the stress caused by using their power. they are also much quicker at their jobs when it comes to changing, creating, and wiping memories. they get in and out of a person's mind almost undetected most of the time.
•level one
at level three, memory manipulators are highly sought after when people need jobs done involving cover-ups. they get paid a lot of money by the government and others and are nearly perfect at slipping into someone's memories undetected and implanting or stealing memories.[/ul]
METAMORPHOSIS (morphers)
the ability to physically change your appearance into any type of animal or, later on, into a different human being.
able to morph themselves into an animal with a great deal of concentration for a short amount of time but only as long as they have physically been near that animal before they must rest. able to morph into three - four different creatures a day, but within a great deal of time between each transformation.
•level two
able to morph into an animal without having to physically be near it, and with a little less concentration. able to stay in that animal form for a longer period of time before needing to rest and recharge, and also able to change into a different animal one after the other without needing time between the transformations. also able to transform into a different human as long as they have come into contact with that person, but only for a short amount of time.
•level three
able to morph into any animal at any given time, as well as a human being without needing to have seen that person personally. can morph with absolutely no real concentration at all, and can stay in that form as long as they wish as well as change into a different form without needing to rest first.[/ul]
• TELEKINESIS (movers)
the abilitiy to move an object with ones mind.
level one telekinetics find it difficult to move anything but small objects with their minds, and even then it takes a lot of concentration most of the time and they fumble often. must be familiar with an object they move.
•level two
telekinetics, or movers, are capable of moving larger, heavier objects at level two. they are still unable to move them very far without being weakened, but their ability does help them to use their power more lethally now, though they must still be familiar with an object they move.
•level three
at this level, they are able to move almost anything with their minds long distances, and no longer need to be familiar with an object to use their ability on it.[/ul]
TELEPATHY (omens/psyches??)
the ability to read a person's mind and the ability to communicate with another person using their mind.
a level one is telepath is able to read anybody's mind as long as they are near them, but it's extremely difficult for them to block out the voices so it's like a giant wave of voices in their minds and it takes a great deal of concentration to block out the voices, and it usually doesn't last long unless the telepath is far away from people. they are not yet able to control their ability to push their thoughts into a person's mind either, but what they think does project into others' minds without the telepath being able to fully control it.
•level two
a level two telepath is now able to control their ability to breach other's minds, and they can now fully block out the voices with minimum concentration and can even read the minds of a small group of people. they are also able to control their power of projecting their thoughts, but they must concentrate on a certain person to get their thoughts to reach them, and it can only be one person at a time.
•level three
a level three telepath is now able to fully control their ability to read any person or a group of people, and they can now control their ability to project their thoughts and can send the same thought to a number of people over a large distance as long as they have connected with that person.[/ul]
TELEPORTATION (jumpers)
the ability to 'jump' from one place to another in the blink of an eye.
is able to teleport from one place to another but must have been to that place before being able to teleport. a level one must take breaks between jumps before trying to jump to a different location, and they don't always end up in the right location every time.
•level two
a level two is able to teleport from one place to another with only a little of concentration, and can jump to that place even if they haven't been there. they can jump from one place to another with only short intervals between each jump, and are now able to take a person with them, but if they do so then they must take breaks regularly. the same goes with small to medium sized objects.
•level three
now able to jump to any place at any time, and can even jump from one place to another without needing to actually pause between jumps. level threes are able to bring multiply people with them and can even jump with larger objects without needing to rest right after.
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WATER BREATHING (swimmers)
the ability to breathe when submerged in base liquids.
level one water breathers are capable only of breathing in shallow pools of water that are clear and uncontaminated. their time under water is limited to a few hours, however.
•level two
water breathers at this level are now able to breathe in water that is slightly deeper than shallow water, though it must still be mostly clear of contamination. they are still limited, however, to a few days under water.
•level three
at this level, water breathers are able to breathe in any base liquid as deep as they wish, and contamination in the water will not affect them. they are able to stay under water for as long as they wish, though it is still uncomfortable not breathing in oxygen.[/ul][/blockquote]
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ACIDFIER(legit power name?) (melters)
utilizes acidic mixtures that are secreted from body upon touch,
direct touch is needed in order to burn someone, and even so, the burns are minor and can heal easily; they simply inflict a great amount of pain.
•level two
the acid in your body is getting a bit more dangerous, and if you hold onto someone or something for long enough, body parts can begin falling off.
•level three
you no longer need touch by this phase, a simple stare, or breath upon your victim and they are out, burning internally, until death does occur if you do not show mercy.[/ul]
BARRIER WEILDING (walls)
the ability centered around creating orbs or walls to protect the wielder and those around them. these barriers are always purple in color.
at level one, a barrier wielder can only create a sphere of energy to protect themselves and hold it infront of themselves or another person, and it is generally not a very large shield. these shields are also rather brittle and easy to break through if someone is higher than a level one. they are made weak by this very quickly.
•level two
level two barriers are much sturdier than those of a level one and take up a larger radius. they are still better with spheres, but they have progressed to weak walls as well. they still experience some weakness if they keep their barriers up too long at this level.
• level three
level three barrier wielders have perfected their use of walls to guard themselves and have therefore generally found spheres obsolete, and their barriers are much stronger than those of lower level barrier wielders. it would take another strong level three to break through their barrier after much work, though they are still weakened if they keep it up too long.[/ul]
HYPNOSIS (tricksters)
manipulates people physically, but you cannot inflict thoughts or desires.
at this point, there is a five minute time limit for controlling your target who is aware that you are physically controlling them but they cannot refuse, eye contact must be kept at all times.
•level two
the time limit has expanded to an hour and your victim will be mentally unaware, meaning they will never remember the incident occurred, eye contact must be kept at all times.
•level three
eye contact is no longer an issue, making it possible for you to hypnotize multiple people at once, but keep in mind, the more people you hypnotize, the less time they will be under your spell. [/ul]
ILLUSIONISM (mocks)
the ability to confuse another person's sense by making things seem real that really aren't.
has to physically touch a person to confuse them, and is only able to confuse that person for a set amount of time before the illusion wears off and that person regains their senses once more. can only confuse one or two people at a time.
•level two
can either use physical touch to confuse a person, or can be a small distance from a small group of people for a longer amount of time. can also set an illusion for a small amount of time in that person or group's mind, and leave.
•level three
can be a far distance from a person or a group and confuse them for as long as the illusionists wishes, and can also have an illusion set for longer amounts of time while not needing to physically be near.[/ul]
INTOXICATION (snakes)
secretes poisons as ooze, gas or dust,
direct touch is vital to this ability. you must, however, touch an open wound and/or orfice, for the poison to successfully get into the bloodstream and display the side effects of your poison,
•level two
no more awkward attempts to touch their mouths, or other orfices, since now, the poison is strong enough to penetrate through skin to get into the blood, and poison your victim.
•level three
if you are within a five foot radius, and you choose to activate your power, everyone in that radius is viable for being affected by the poison since now, it is transmitted through your breath. [/ul]
COERSION (pushers)
the ability to go into one's mind and manipulate them to do or believe whatever you wish for them to.
level one pushers must physically touch a person to get them to do or believe what they wish for them to, and the push only lasts for a short amount of time before wearing off or the person questioning the truth of the push. as a level one each push takes a lot out of the person so there must be intervals between pushes and they can only push one person at a time.
•level two
can now push into a person's mind by physical touch, or by looking into a person's eyes. the push can now last from a range of a couple of hours to a day, and the person has no question whatsoever of whether it is true or not. still has to take a break after a push, but can last longer than a level one and they can now push onto a couple of people at a time, but it must be the same 'push' on all of them.
•level three
can now push into a person's mind without needing to touch them or look into their eyes and can make the push last as long as they wish and the person will completely believe in it for as long as it is enforced. a level three can push onto a large group of people and can actually change the message in the push so that it is different in every person. little to no intervals.[/ul]
PERCEPTION (sensers)
the ability to sense the ability and level of the mutants around them.
sensers at level one must have met the person they are using their power on and come into physical contact with that person in order to sense their ability and level, otherwise there is a chance that they will not read them correctly.
•level two
level twos have a less difficult time reading other mutants, because they only have to maintain physical contact with a person to sense their powers.
•level three
at the final level of progression, sensers do not have to know or be touching a person to read them, and they can also pick up the abilities and levels of numerous mutants around them rather than one or two at a time.[/ul]
VITAKINESIS (meds)
is the power to manipulate your own anatomy and that of those around you. a vitakinetic can injure or heal as long as they concentrate on their target and don't lose focus.
vitakinetics are much weaker at this level, only able to cause minute harm or help keep a person from dying but not completely heal them. they can also only use their power if they keep up physical contact, which is incredibly dangerous for them.
•level two
at this level, they are getting stronger every day with their power as long as they work hard at it, and are able to use their ability when concentrating extremely hard without having to come in contact with a target. usually, though, they still have to touch the target, though they are able to make a larger effect with their power now than at level one.
•level three
this is when a vitakinetic is at their strongest, when they are nearly unstopable as long as they aren't being distracted. they no longer have to come in contact with their target in order to use their power, and their attacks can be lethal while their healing attempts can help with just about anything.[/ul]
SMOKE MASTERING (kindlers)
like shadow movement, except through the use of smoke.
at this point, you can create smoke and escape in the confusion; you cannot, however turn into smoke,
•level two
you have complete control over the smoke, made by you, or preexisting, and can bend it into different shapes, or move it a certain direction; it is completely harmless, unless you kill someone by smoke inhalation,
•level three
in the final stage, you become smoke and can easily vanish if you so desire, returning into human form whenever you wish, except under water, or underground.[/ul]
ABSORPTION (mimics)
the ability to mimic another mutants power.
PARALYZATION (stunners)
the ability to paralyze another person as long as they maintain physical contact by shooting a toxin, domic acid, into their target that flows to the heart, causing nerve damage as it goes, and instantly paralyzes the opponent. too much domic acid in a person's system could be fatal.
requires an immense amount of concentration to paralyze their opponent, and even then can only keep that opponent out of a fight for half an hour at best. most level ones do not posess this much self control and therefore cannot hold them down as long.
•level two
most accidents occur at this level. a paralyzer at level two has learned to harness their concentration almost perfectly, but have not yet learned the proper amount of domic acid that they should secrete into their enemies' systems. therefore, these paralyzers generally end up killing those they use their ability on more often than not.
•level three
level three paralyzers have finally trained themselves to use both their concentration and the domic acid to their advantage. they make for perfect interrogation leaders as well, being that they can usually paralyze certain parts of a person and make them talk if need be by paralyzing their bodies but leaving them capable of speech.[/ul]
REINCARNATION (witches)
the ability to bring the dead back to life, though there has to be direct contact to use this specific ability. there is also always the risk with this ability of losing ones own life in the process of saving that of another.
people with this ability have an incredibly difficult time doing much at level one. they can revive small creatures such as birds or rodents only and can only revive two to three of them before they themselves begin to grow weaker. if they attempt to revive anyone or anything above their skill level, the revived will come back in a zombie-like state and eventually die once more.
•level two
at level two, a reincarnator can revive small creatures as well as larger animals and children, though at this point they can only heal up to four animals or children before it takes a toll on them. they still are unable to heal adults or full-grown animals without creating zombies, however.
•level three
at level three, a reincarnator is incredibly powerful. they can revive anything they wish to as long as they have physical contact and it will remain alive and animated. they also have a much higher tolerance for healing, meaning that they grow weak much more slowly than lower levels.[/ul]
SHADOW MOVEMENT (shifts)
the ability to manipulate shadows for personal use.
at this stage, shadows are used primarily for travel. you can teleport through shadow spots and lurk mysteriously without being seen.
•level two
a step up from the last one, you can now become a shadow, and travel as a vague outline upon the wall without the need for a preexisting shadow.
•level three
at this point, you can create shadows without you actually become one, meaning, you can create darkness if you wish, over a great area, and keep it as so for as long as you desire.[/ul]
TIME WARPING (travellers)
the ability to freeze, speed up or move oneself through time.
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