Post by Vera on Jul 25, 2019 13:58:40 GMT -5
Elemental Power Abilities
These abilities are open for any character to develop and be a part of. A character can only be born (and created) with one Elemental Power Ability to start out with - (regardless of the ranking of the ability).
Upgrades or branching out to other ranks and Elements must be bought at the Shop with the correct amount of threads completed.
Fire - Pyrokinesis
- Novice - Has the ability to create smoke and small sparks, can also make an existing fire slightly smaller or larger
- Beginner - Ability has grown to where the character can create their own source of fire through a single small flame, the flame can be made smaller or larger
- Apprentice - Character can now make up to three flames that can be made significantly smaller or larger, flames can now be made into various shapes
- Advanced - Abilities have grown to include up to five blasts of fire that can be made, fire is almost completely in their control, character can start to make fire circles around their being as defense
- Master - Character can now make fire whenever they want without tiring and has complete control over the element, also has the ability to make larger circles to protect multiple beings
- Grand Master - These characters can do things with fire that are unrivalled and very specific, their control over fire is seen as an extension of their very being
Speciality: Electricity - Electrokinesis
- Novice - Characters can now make small electrical sparks from embers or another flame source. These sparks are easiest to accomplish during thunderstorms. Can only handle one at a time and the spark acts like a small static shock.
- Beginner - These characters still need a source of energy in order to create electricity. There is no controlling this ability yet though can now increase to a larger spark. The character can still only use one spark at a time.
- Apprentice - Now has the ability to start controlling electricity through redirecting lightning and other sources of electricity. This is the first time that their sparks now look like tiny bolts of lightning. This stage is one of the most dangerous stages to be in because these characters still have little control over this ability and can often harm themselves and others if not under careful guidance.
- Advanced - Characters at this stage are finally able to have adequate control over all sources of electricity. They still need a source of energy but it can come from the smallest spark. These characters can now start training others in this art.
- Master - At this level, characters no longer need a source of electricity and have complete control over this specialty. The charge of power that they can produce allows them to be able to restart hearts if another has just died, though sometimes Life and Death has other plans. (Acts like shock paddles; staff must approve before attempted.)
- Grand Master - These characters have the ability to do things with electricity that are both mesmerizing yet terrifying. They are highly respected and feared at the same time.
Earth - Geokinesis
- Novice - Characters show the first signs of being able to shift and move small pebbles and rocks. This includes rolling and causing them to lift a few inches off of the ground.
- Beginner - At this stage, characters can now move fist-sized sections of the earth, including mud and dirt/soil. Sand is too soft to be able to move at this level. Rocks can now be raised into the air by a few feet with effort.
- Apprentice - Characters at this stage can now lift boulders the size of large pumpkins or melons with ease several feet into the air. Characters can also make shapes out of the earth at will. Sand is still hard to control.
- Advanced - Abilities have grown to include walls and shields to be made around the character. Large boulders and sections of earth can now be moved. Small sections of sand can also be manipulated at this stage.
- Master - Characters can create their own source of earth with the ability to have their shields and walls encompass multiple beings. Sand is easy to control at this stage as well.
- Grand Master - These characters can shift and move the earth at such a large scale that the effect can cause mini earthquakes that could potentially harm themselves and other creatures. They can move mountains but only a couple inches at a time. They can do things with sand that those with an Advanced Water Power would be able to do.
Speciality: Plants - Agrokinesis (This specialty is almost purely used defensively beings the death of a plant life form is physically painful for the user.)
- Novice - Characters with this specialty can make a single plant grow healthier and stronger by speeding up the plant's growth rate (works on anything from a blade of grass to a tree). The larger the plant, the more exhausting the task. Needs a source.
- Beginner - Abilities grow to include the increased growth of up to five separate plants for larger forms and up to a five feet of diameter for smaller plants such as grass or flowers. Still needs a source.
- Apprentice - Characters can now increase the growth rate of up to ten separate larger plant forms and up to ten feet of diameter for smaller plant forms. Small plants now start to naturally protect the character by surrounding the characters feet and acting as armor.
- Advanced - For the first time, characters at this stage can create small plant forms such as flowers without a source. Characters have to come into contact with the plant form in order for this to work. Characters can now manipulate plants to create a natural wall or shield. Small plants can now encompass the entire body of the character to act as armor.
- Master - Large plant forms such as trees can now be created without a source as long as the character has come into contact with the plant form first. Characters can now manipulate plants to create a wall or shield to encompass multiple beings. Larger plants now shift to protect the character but do not uproot themselves.
- Grand Master - At this stage, characters can literally create life with a single thought/act of will. They can regrow an entire forest with only slight fatigue. Larger plants will not physically uproot themselves in order to protect characters at this level.
Water - Hydrokinesis
- Novice - Has the ability to shift and move water within an area of a small puddle. This means that anything smaller than a puddle can be moved easier, such as a rain droplet while anything outside of that puddle area will not be shifted or moved, such as the surrounding area of an ocean. Characters need a source of water.
- Beginner - Characters now have the ability to shift and move larger sources of water. Characters can now lift a small stream of bubble of water into the air. A source of water is still needed.
- Apprentice - Those at this stage can now control the flow of streams and the water in a large pond. The water can now be manipulated into various shapes as needed such as a single orb or whip.
- Advanced - Abilities have grown to where characters are able to create water shields or walls to act as their defense and can throw multiple orbs of water as an offensive maneuver. The water can also act as a whip, these characters can have up to two water whips at a time.
- Master - Characters at this stage no longer need a source of water in order to use their abilities. They can increase the size of their shields or walls to encompass multiple other characters now.
- Grand Master - These characters have the power to shift and move an entire ocean or stop rain from a thunderstorm from falling throughout an entire kingdom territory. Their use of water is like an extension of their very being and is like an art to watch them move.
Speciality: Ice - Cryokinesis
- Novice - Characters with this specialty can now start to freeze water into ice. This is very limited and they can typically only freeze areas as small as a few raindrops. Ice that is created on the ground is very thin and will not be able to support any weight.
- Beginner - At this stage, characters can freeze puddles with enough thickness to where it will hold small to medium sized creatures without breaking. Characters can cause small hail droplets to form out of rain or a tiny water orb.
- Apprentice - Characters can now freeze small streams and small ponds at a thickness to where the ice will hold any creatures' weight. The character can now make ice into various shapes such as a single spike. A water or ice source is still needed.
- Advanced - Abilities grow to where characters can create ice shields and walls around themselves. Characters can also make up to three ice spikes. A small water source is still needed at this stage.
- Master - Characters now have the ability to create ice without a source. They can freeze large ponds and can cause a thunderstorm to produce medium sized hail in a specific area. Any shields or walls these characters create can encompass multiple characters. They can also form numerous ice spikes as needed.
- Grand Master - Characters at this stage can slow the waves of oceans, though not completely stop and they cannot freeze any oceans. They can do things with ice that is almost unheard of. Interestingly, characters who reach this stage end up with patches of white fur/feathers/scales and ice blue eyes.
Air - Aerokinesis
- Novice - Characters at this stage can shift a small current of air at the speed of a gentle breeze. Those with the wings are more agile in the air than the rest of their species but not faster. Those without wings are more agile and slightly faster the rest of their species.
- Beginner - At this stage, characters and move a small current of air at the faster speed and can make small air balls the size of pebbles. Those with wings are now slightly faster than the rest of their species. Those without wings are now moderately faster.
- Apprentice - Characters can now move up to two separate currents of air and make air balls the size of small boulders. Those with wings are significantly more agile and faster than others. Those without wings are also now significantly more agile and faster than others of their species.
- Advanced - Abilities grow to include control over three separate currents of air and can now create tiny tornadoes around themselves at speeds that will make it difficult for others to attack. Those with wings can now seem to defy gravity itself with their movements through the air. Those without wings now appear almost weightless and feel less heavy (for instance, they can jump higher and stay in the air longer).
- Master - Characters at this stage can now create tornadoes with the force of smaller creatures losing their footing. Can now also encompass other beings. Those with wings are now unmatched in flying capabilities except by other Masters or Grandmasters. Those without wings can now stay in the air for as much as five heartbeats (1 post) with a catalyst such as jumping first.
- Grand Master These characters can manipulate the air with such precision that it looks like a dance. They can also remove air from a specific area to cause others to go unconscious; this is very fatiguing to accomplish and can only be used once per fight on one other character. Those without wings can now hover up to three feet of the ground at will for up to three posts. With a catalyst, characters without wings can now stay in the air for five posts.
Speciality: Telekinesis
- Novice - Characters with this specialty can use their control over air to now move objects as small as pebbles at the speed of a gentle breeze. This requires meditation (at least 2 posts) and expends a lot of energy to accomplish.
- Beginner - Characters can now move objects a few feet into the air the size of an apple or orange at the speed of a gentle breeze. The amount of meditation needed is lessened (1 post) and this expends less energy.
- Apprentice - At this stage, characters can now move objects the size of watermelons at the speed of a regular breeze several feet away. The meditation required can now be at the beginning of the same post as the act to accomplish.
- Advanced - Abilities grow to encompass small creatures being able to be lifted into the air such as mice and squirrels (up to 10 pounds). Meditation is no longer required but this act can only be performed on one creature per thread.
- Master - At this stage, characters are able to use enough power to snap branches off of trees and lift creatures and objects up to 80 pounds away from themselves or another character. This can be done twice per thread.
- Grand Master - Characters at this stage can do things any character with an Advanced Earth Power would be able to. Creatures and objects weighing up to 150 pounds can now be lifted into the air. This can only be done three times per thread.
Light - Photokinesis
- Novice - Characters feel slightly more energized in sunlight at this stage.
- Beginner - At this stage, characters feel more energized in sunlight than before. They can also start to see better in daylight than others.
- Apprentice - This is the first stage where outward signs are present of character having a Light Ability because the character starts to glow whenever experiencing heightened emotions. This glow is not controllable at this stage and is not strong enough to harm others. Characters also feel significantly more energized in sunlight than others and their vision is perfect in daylight.
- Advanced - Characters at this stage start to have some control over their glow. Their glow has grown strong enough to start being irritating/annoying to others who look upon them. They can start creating balls of light as offensive maneuvers. When their glow is activated, the healing speed of their own injuries improves (only minor).
- Master - Glow strength at this stage has grown to be painful for others to see. Characters can start controlling how much their body glows and has complete emotional control over the glow. When their glow is activated, their own minor injuries immediately heal themselves and the healing speed of their own major injuries is improved.
- Grand Master - Characters at this stage have a glow strength that is powerful enough that it can now blind who look at them if they are not careful. Characters now have complete control over how much their body glows. When their glow is activated, their own major injuries are immediately healed. Even when their glow is not activated, their own minor injuries still heal.
Speciality: Healing
- Novice - At this stage, characters can start improving the healing times of themselves with immense physical fatigue (even is character is not Advanced yet).
- Beginner - Characters can heal themselves with little fatigue and can start improving the healing of 1 other character's minor injuries with great physical fatigue.
- Apprentice - Characters can instantaneously heal themselves and can start improving the healing of 1 character's major injuries with little fatigue. Character can also improve the healing of 2 other character's minor injuries with no fatigue. Has a 10% chance of removing a character's minor mental or physical disabilities. (Limit of once per RL month for all 4 possible healings.)
- Advanced - Characters can start improving the healing of 2 other character's major injuries with no fatigue. Minor injuries can be significantly healed of up to 3 other character's. Has a 35% chance of removing a character's minor mental or physical disabilities with a 10% chance of removing a character's major mental or physical disabilities. (Limit of once per RL month for all 7 healings.)
- Master - At this stage, up to 3 other characters can receive significantly faster healing speeds of major injuries. Minor injuries can be healed instantaneously of up to 4 other characters. Now has a 55% chance of removing a character's minor mental or physical disabilities. Also has a 35% chance of removing a character's major mental or physical disabilities. (Limit of once per RL month for all 9 possible healings.)
- Grand Master
Dark - Umbrakinesis
- Novice - Characters feel slightly more energized in darkness at this stage.
- Beginner - At this stage, characters feel more energized in darkness than before. They can also start to see better in darkness than others.
- Apprentice - This is the first stage where outward signs are present of character having a Dark Ability because the character starts to darken with shadows whenever experiencing heightened emotions. These shadows are not controllable at this stage and are not strong enough to harm others. Characters also feel significantly more energized in darkness than others and their vision is perfect in darkness.
- Advanced - Characters at this stage start to have some control over their shadows. Their shadows have grown strong enough to start being slightly creepy/unsettling to others who look upon them. They can start creating balls of shadows as offensive maneuvers. When their shadows are activated, the healing speed of their own injuries improves (only minor).
- Master - Shadow strength at this stage has grown to be deeply unsettling for others to see, to the point where is another character has any sort of anxieties or PTSD, the character will panic. Characters can start controlling how much their body darkens with shadows and has complete emotional control over the shadows. When their shadows are activated, their own minor injuries immediately heal themselves and the healing speed of their own major injuries is improved.
- Grand Master - Characters at this stage have a shadow strength that is powerful enough that any who look at them will panic if they are not careful. Characters now have complete control over how much their body darkens with shadow. When their shadows are activated, their own major injuries are immediately healed. Even when their shadows are not activated, their own minor injuries still heal.
Speciality: Spirit[/li]
- Novice - At this stage, characters can start improving the healing times of themselves with immense physical fatigue (even is character is not Advanced yet).
- Beginner - Characters at this stage can start seeing the dead. They have a 45% increased chance of communicating with the Gods and Goddesses (This increases to 55% with Death, Fate, and Time.).
- Apprentice - Characters at this stage can not only see the dead but start to communicate with the dead. They now have a 55% increased chance of communicating with the Gods and Goddesses. (This increases to 65% with Death, Fate, and Time.)
- Characters can use Necromancy with a 85% chance of reanimating a single small sized corpses/skeletons that can assist in fights.
[li]Advanced - At this stage, characters now have a 65% increased chance of communicating with the Gods and Goddesses. (This increases to 75% with Death, Fate, and Time.)
- Character's Necromancy skills increase to 75% chance of reanimating 2 small sized corpses/skeletons that can assist in fights.
- Characters now also have a 25% chance of resurrecting the recently deceased (48 hours). (Resurrected character can continue with life as if they'd never died with no memory of their death.)
[li]Master - Now, characters have a 75% increased chance of communicating with the Gods and Goddesses. (This increases to 85% with Death, Fate, and Time.) [/li]
- Character's Necromancy skills increase to 65% chance of reanimating a single medium sized corpses/skeletons that can assist in fights.
- Character's chances of resurrecting a recently deceased character increases to 50% (48 hours).
- Characters also have a 25% chance to resurrect a deceased character (1 RL week).
[li]Grand Master - Character's with this rank have a 85% increased chance of communicating with the Gods and Goddesses. (This increases to 95% with Death, Fate, and Time.) [/li]
- Character's Necromancy skills increase to a 55% chance of reanimating 2 medium sized corpses/skeletons OR a 45% chance of reanimating a single large corpse/skeleton to assist in fights.
- Character's chances of resurrecting a recently deceased character increases to 75% (48 hours).
- Character's chances to resurrect a deceased character increases to 50% (1 RL week).
[li]*Any Necromancy or resurrecting can only be tried once per fight (for Necromancy) or once per 1 RL month (for resurrecting). No exceptions.[/ul]
[/div][/blockquote]