Post by Kaison of Larris on Nov 11, 2007 6:55:22 GMT -5
This is the List of magic abilities each race can have, please note that no magic that is not on this list can be used, however if you think that a magic ability should be on this list please PM me and I will think about it.
Notorians
Bonding
Every Notorians can bond with a creature that is thier creature they can take on the characterists of it, e.g see as sharp as an eagle. This can be any creature execpt some mythical cretures, e.g a dragon. Breathing fire is a little unfair don't you think? You can pick the same creature as anouther member but only a maximum of two members can pick the same creature as theirs. Please refer to 'Magic List' in 'Rules' for the complete list.
Eslantians
First Powers
Powers of first class are the most common and the most dangerous, these powers are held by over 80% of Eslantians, they are the dominant power and even if two people of Second Class have a child, it is 50% likely to hold a First Class power.
Pyrokinesis
The ability to manipulate fire and command fire. Can be created out of thin air. Has a strength level of one to five. This is the domanant element, so if to people have child and one is fire, the child will always be able to command fire, not the other element.
Hydrokinesis
The ability to control water, often assossiated with good natured and kind poeple, doesn't have any healing powers. Can be created out of thin air. Has a strength level of one to five. This is the dormant element, if two people of different elements have a child, and one commands water, the child will never command water as their chief element.
Petrakinesis
The ability to control earth, often assossiated with moody and hardy people, can't be created out of thin air. Has a strength level of one to five. This is a neutral element if two people have a child, and one has earth and the other has a neutral element then the child will have a 50/50 % chance of having either element. This does not include fire or water.
Tornadakinesis
The ability to control air, often assossiated with wild and unpredictable people, as the air is everywhere it can naturally be created out of thin air. Has a strength level of one to five. This is a neutral element if two people have a child, and one is air and the other has a neutral element the child has a 50/50 % chance of having either element. This does not include fire of water. Those that command Tornadakinesis can not fly, but can jump very long distances, they can almost fly, but can't stay in the air for any length of time.
Second Powers
The rarest and weakest of the elemental powers, not often found in young children. There is a strong likeihood that as the site progressess certain powers may appear or dissapear from this list...
Electrokinesis
The ability to command electricity in small quantities, often assossiated with mad and slightly eccentric people, can be created in thin air. Please note that this power has nothing to do with the manipulation of the weather! Electrokinesis is a dormant power, it is highly likely that this power will not be carried on to the next generation.
Darkstarkinesis
The ability to control either light or dark, a very rare and dangerous power, can only be used in he day or the night. e,g Dark can only be used at night. Star only in the day. This power can't be passed onto the next generation unless to people with the same type of this power have a child and then the likelihood is only around 20%. Can be created out of thin air.
Astorians
January - March
Empathy - Ability to read or sense the emotions and/or control the emotions or feelings of others. This power grows stronger the more in control of their feelings the person is. People with strong control over their emotions can sometimes change the feelings in others. e.g Make them less angry or sad. Has a power rating of one to six.
April - June
Mediumship - Ability to see and communicate with the dead (ghosts). This power grows stronger the closer the said person gets to death. e.g As they grow older and nearer death. has a power rating of one to four.
July - September
Wings - The people that are born under Mercury's watchful eye are born with either the wings if an angel or a devil, this is said to reflect what kind of lives they will lead, but this has been proven wrong before... Doesn't have a power rating.
October
Beastongue - The language of the wild, to understand and communicate with animals, both mythical and normal. It is regarded as rude to converse with an animal that has been bonded to a Notorian. Please note that this power can not be used to hear conversations between a Notorian and thier bonded.
November - December
Telekinesis - Ability to move objects with his/her mind, this power grows steadily stronger the more it is used and hones to perfection. Can't be used to life a living life form e.g anouther person. But as it grows stronger it can be used to lift a smaller lifeform e.g a dog. Has a power rating of one to ten.
It is said that those born under the full moon will have the power to see into the future, only one such person has ever been born, and she was killed the night she was born by Eslantians, Please note that you can't create a character with this power.
Vevastians
Shapeshifting
First Class:
This means that a person can phisically shift into the creature whenever and wherever they wish to, completly change, everything, when they shift back they will still have on all the clothes they were wearing and they will still be carrying all the items they were before they shifted.
Second Class:
This is people who can partly change into one particular creature and back again at will, e.g the claws of a tiger. However this power is rare and is really only created when a Vevastian has a child with a person from anouther race, this default is common in Astorians.
Third Class:
The hated half breeds people stuck looking half human half whatever creature they should have been able to transform into. If such a child is ever born they are thrown into the wild to fend for themselves, they are considered bad luck and bringers of badluck. Most are killed at birth. This default is common and almost 100% likely when a Vevastian has a child with a Notorian. If this happens the Vevastian power is the dominant gene.
Alternate Powers
These following powers are 'add-ons' powerful mages and spellcasters can use the following powers, but they have been known to spring up in novices, who have never used their gift that much, these powers are rare in characters and are not passed down through bloodlines, they are random events that can happen to anyone. You can not have both of these powers, you either have one or the other.
Sixth Sense
This useful power is granted to those who choose to become spies, it is an automatic power and is said to lie dormant in every human it is a neutral power and so every child has an equal chance to have this power, no matter what the mother and father of this race were. If two people of different races have a child and one has the Sixth Sense power, it depends on whether the other power is dormant, neutral or dominant. This power allowes the user almost the ability to read minds, it sharpens their ability to notice detail and increases the chance that they will not have to work hard to learn a skill.
Killer Instinct
This power is granted to those that choose the path of an assassin this gives them quickness in the limbs and fleetness of the floot and an extra sense in battle, increasing the likelihood that the user will be able to dodge attacks easier and with more precision. This is a neutral power with the same specifics as Sixth Sense.
[/center]Notorians
Bonding
Every Notorians can bond with a creature that is thier creature they can take on the characterists of it, e.g see as sharp as an eagle. This can be any creature execpt some mythical cretures, e.g a dragon. Breathing fire is a little unfair don't you think? You can pick the same creature as anouther member but only a maximum of two members can pick the same creature as theirs. Please refer to 'Magic List' in 'Rules' for the complete list.
Eslantians
First Powers
Powers of first class are the most common and the most dangerous, these powers are held by over 80% of Eslantians, they are the dominant power and even if two people of Second Class have a child, it is 50% likely to hold a First Class power.
Pyrokinesis
The ability to manipulate fire and command fire. Can be created out of thin air. Has a strength level of one to five. This is the domanant element, so if to people have child and one is fire, the child will always be able to command fire, not the other element.
Hydrokinesis
The ability to control water, often assossiated with good natured and kind poeple, doesn't have any healing powers. Can be created out of thin air. Has a strength level of one to five. This is the dormant element, if two people of different elements have a child, and one commands water, the child will never command water as their chief element.
Petrakinesis
The ability to control earth, often assossiated with moody and hardy people, can't be created out of thin air. Has a strength level of one to five. This is a neutral element if two people have a child, and one has earth and the other has a neutral element then the child will have a 50/50 % chance of having either element. This does not include fire or water.
Tornadakinesis
The ability to control air, often assossiated with wild and unpredictable people, as the air is everywhere it can naturally be created out of thin air. Has a strength level of one to five. This is a neutral element if two people have a child, and one is air and the other has a neutral element the child has a 50/50 % chance of having either element. This does not include fire of water. Those that command Tornadakinesis can not fly, but can jump very long distances, they can almost fly, but can't stay in the air for any length of time.
Second Powers
The rarest and weakest of the elemental powers, not often found in young children. There is a strong likeihood that as the site progressess certain powers may appear or dissapear from this list...
Electrokinesis
The ability to command electricity in small quantities, often assossiated with mad and slightly eccentric people, can be created in thin air. Please note that this power has nothing to do with the manipulation of the weather! Electrokinesis is a dormant power, it is highly likely that this power will not be carried on to the next generation.
Darkstarkinesis
The ability to control either light or dark, a very rare and dangerous power, can only be used in he day or the night. e,g Dark can only be used at night. Star only in the day. This power can't be passed onto the next generation unless to people with the same type of this power have a child and then the likelihood is only around 20%. Can be created out of thin air.
Astorians
January - March
Empathy - Ability to read or sense the emotions and/or control the emotions or feelings of others. This power grows stronger the more in control of their feelings the person is. People with strong control over their emotions can sometimes change the feelings in others. e.g Make them less angry or sad. Has a power rating of one to six.
April - June
Mediumship - Ability to see and communicate with the dead (ghosts). This power grows stronger the closer the said person gets to death. e.g As they grow older and nearer death. has a power rating of one to four.
July - September
Wings - The people that are born under Mercury's watchful eye are born with either the wings if an angel or a devil, this is said to reflect what kind of lives they will lead, but this has been proven wrong before... Doesn't have a power rating.
October
Beastongue - The language of the wild, to understand and communicate with animals, both mythical and normal. It is regarded as rude to converse with an animal that has been bonded to a Notorian. Please note that this power can not be used to hear conversations between a Notorian and thier bonded.
November - December
Telekinesis - Ability to move objects with his/her mind, this power grows steadily stronger the more it is used and hones to perfection. Can't be used to life a living life form e.g anouther person. But as it grows stronger it can be used to lift a smaller lifeform e.g a dog. Has a power rating of one to ten.
It is said that those born under the full moon will have the power to see into the future, only one such person has ever been born, and she was killed the night she was born by Eslantians, Please note that you can't create a character with this power.
Vevastians
Shapeshifting
First Class:
This means that a person can phisically shift into the creature whenever and wherever they wish to, completly change, everything, when they shift back they will still have on all the clothes they were wearing and they will still be carrying all the items they were before they shifted.
Second Class:
This is people who can partly change into one particular creature and back again at will, e.g the claws of a tiger. However this power is rare and is really only created when a Vevastian has a child with a person from anouther race, this default is common in Astorians.
Third Class:
The hated half breeds people stuck looking half human half whatever creature they should have been able to transform into. If such a child is ever born they are thrown into the wild to fend for themselves, they are considered bad luck and bringers of badluck. Most are killed at birth. This default is common and almost 100% likely when a Vevastian has a child with a Notorian. If this happens the Vevastian power is the dominant gene.
Alternate Powers
These following powers are 'add-ons' powerful mages and spellcasters can use the following powers, but they have been known to spring up in novices, who have never used their gift that much, these powers are rare in characters and are not passed down through bloodlines, they are random events that can happen to anyone. You can not have both of these powers, you either have one or the other.
Sixth Sense
This useful power is granted to those who choose to become spies, it is an automatic power and is said to lie dormant in every human it is a neutral power and so every child has an equal chance to have this power, no matter what the mother and father of this race were. If two people of different races have a child and one has the Sixth Sense power, it depends on whether the other power is dormant, neutral or dominant. This power allowes the user almost the ability to read minds, it sharpens their ability to notice detail and increases the chance that they will not have to work hard to learn a skill.
Killer Instinct
This power is granted to those that choose the path of an assassin this gives them quickness in the limbs and fleetness of the floot and an extra sense in battle, increasing the likelihood that the user will be able to dodge attacks easier and with more precision. This is a neutral power with the same specifics as Sixth Sense.