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Powers
Jan 25, 2012 21:21:45 GMT -5
Post by Kuro on Jan 25, 2012 21:21:45 GMT -5
Animator Animators have the ability to resist vampires to some degree and to raise and control zombies. Basically, an animator animates the dead. They have no effect on the truely undead, cannot control ghouls/revenants and cannot interact with Ghosts. Animators cannot rise above Journeyman.
Please keep in mind that people are highly superstitious and that grave robbing is a crime. If you are caught tampering with a grave, it will not end well for you.
Potential You feel a strange sort of kinship with graveyards, often drawn to them and comforted by being around the dead. You're probably aware of how weird that is too. You might have accidently called your favourite pet back from the dead for a night when you were younger.
Apprentice You now know you're an Animator. With the right tools you can actually bring a person back from the dead but be warned, it will take a great deal of effort on your part to maintain your link with the zombie. You can only raise one zombie during a night and it takes quite a bit out of you. You also can't control any zombie that has been dead for more then twenty years. Even freshly dead zombies look a little horrifying when you raise them.
Journeyman You can raise up to three zombies during a single night (one at a time) but you're usually so tired afterwards that you won't be able to function and require a great deal of rest. You can raise a zombie thats been dead for under fifty years but you can't garuntee that it will be coherent.
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Powers
Jan 25, 2012 21:24:23 GMT -5
Post by Kuro on Jan 25, 2012 21:24:23 GMT -5
Catalyst
Catalysts are a unique pyschic force. Capable of "smelling" other gifted humans, they are drawn towards large groups of humans with abilities. Catalysts are capable of enhancing the abilities of others and even jumpstarting the abilities of someone who believed themselves to be nulls. To them, the prescense of another gifted human is unresistable; the equivalent of human crack to a junky.
OOC note: Please keep in mind that you cannot run around the room pulling powers out in everyone. There needs to be a dice roll done to select which power and a mod needs to be present for the roll. All rolls need to be posted with the mod signing off.
Potential You're not sure whats going on but when ever you pass a few people on the street, you feel a strange tickle at the back of your throat or a strange sort of aroma that no one else can smell. It always seems to be coming from that strange person on the corner, or that magician peddling tricks. You can't help but move towards them, even though you know thats a very bad idea.
Apprentice Now you know. You're not a normal human. You know that magician on the street actually has a gift. You can smell it off him. You even know his assistant has a gift as well but a completely different one. You can't tell yet what they have but you simply know. Staying around them for hours brings you such a sense of comfort, like all is right in the world. You've also discovered that you can pull power out of someone, litterally making them a potential level in what ever their gift is. Doing so makes you extremely weak and often requires you to sleep and eat like you've been starved. Unfortunately, you still can't sense the power in someone so it may not work.
Journeyman That need to be around powered humans has grown exponentally. It just doesn't feel right if you're not near them. It's at this point that you're finally capable of seeing the power in someone. You've also begun to distinguish the "flavour" that certain powers have on people. You can't determine how strong they are in, you just know that they are capable of doing a specific thing (telepathy, prokinesis, etc).
Master You need to be around other powered humans. Each moment without it is like a stabbing hunger sensation in your gut. At this point, you can sense people who are below potential level but have a gift. You're drawn to these people like a moth to a flame. You can successfully pull a power out of someone and make them an automatic Journeyman in their gift, although sometimes a power is so inheriently weak that it doesn't always come out at that level.
Grand Master You surround yourself with powered people of all levels and types. You simply love being around them. You can sense them and help bring their powers to fruitition. You can cause someone to blossom from a null straight to a Master in their gift, instilling a bit of your own control into them. Its at this level that you know you have another gift. You can focus yourself to increase the strength of another's powers. It's temporary but you can push someone up enough to give them an edge in a fight. This tires you out immensely but you get a sort of high out of doing it.
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Powers
Jan 25, 2012 21:26:42 GMT -5
Post by Kuro on Jan 25, 2012 21:26:42 GMT -5
Clairvoyance
Clairvoyance is the ability to perceive things beyond the normal means of things. For London, this refers to perceiving things through touch (although clairvoyance can be based on any of the senses). A Touch Clairvoyant can see what happened to an object, an event that occured with that object or even a person that touched it. The strength of the Clairvoyant determines exactly what they see, it does not determine their control as Clairvoyance is a permenantly active ability.
Potential Whatever made you wonder about your sanity would have been random, an accident that you had no control over. It could have been as simple as picking up someone pencil and seeing them drop it or merely the brush of a flower made you see the honeybee that landed on it. Whatever it is, you see things and your sanity is highly in question.
Apprentice Now you know you're sane but you're not sure how long it's going to last. Your clairvoyance is more clear and happens more frequently. You may not hve discovered how to keep yourself from 'seeing' things but you've made the connection between the visions and a few things. Luckily, your visions only seem to last for ten minutes at the most. Unluckily, they can occur by even the slightest interaction with the source of your clairvoyance.
Journeyman Your visions can now last up to half an hour and are more indepth then you probably wish. You've probably started to experiment with what might be causing you to develop these visions. You also seem to notice everything in the vision at this point, knowing exactly what occured.
Master You know exactly what causes your clairvoyance to activate. And you may, or may not, be completely off your rocker by this point. The constant bombardment of visions will have effected you mentally some way. Whether it's paranoia, anger issues, depression, etc, it all depends on what you've seen the most. You can be an invaluable tool to help solving mysteries or you could be a complete nutjob kept in a sanitorium. Your visions can last for hours, showing you things, that you didn't need to know or worse, you didn't want to know.
Grand Master At this point, your clairvoyance is so powerful that the merest hint can cause it to go off. You've got no worries about not using your powers as it seems like your Clairvoyance is almost always active. Luckily, you can "step out" of your visions at this level. Sometimes, however, you have a hard time determining what is the real world and what is a vision. Not because one seems more real, it's just the frequency of which you have them.
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Jan 25, 2012 21:28:33 GMT -5
Post by Kuro on Jan 25, 2012 21:28:33 GMT -5
Divination
Divination is the ability to perceive the future through a specific means. While the Witches have something similiar, the human power is an inherent ability that requires no spell work or even to be trained in the use of it. All the human needs is something to focus their ability on. No two diviners use the same method although they can have similiar practices. For example, both can use runes but one sees the message in the shape they've created when they land while the other follows the patterns of the runes themselves. Due to the nature of their gift, those with Divination never increase above Master level.
OOC Note: You need to choose your "focus" at the time of power selection, it can be anything from runes to tea leaves to animal innards to astrological movements. Anything you can think of can be used, just add a little bit about it on your sheet.
Potential It was by accident, you simply saw something and it seemed to tell you that it was going to rain tomorrow. Or maybe the pile of rocks was in the shape of a bear, one that came charing out of the woods shortly after you noticed it. Whatever the focus is, it seems to happen to you without you realizing it. You've seen a lot of coincidences with that kind of thing.
Apprentice You've realized that it wasn't coincidence. Whatever message you see it's what will occur. You can only perceive a short amount of time into the future, little more then a day at this point but it's enough that you can often give yourself warnings about the daily events that are going to occur. Of course, your method for divining the future might be a little bit macabare and not something you want to do every day.
Journeyman Your powers of divination are truely a sight to behold. You can read the future up to a month in advance, almost accurately enough to be truely frightening to people. Mind you, it might not be your future you see but it will always be something that will have an impact on things around you. You can read the message at almost a glance, like your mind is hardwired into reading the future.
Master At this rank, you're the equivalent of the Delphi Oracle of ancient times. You can read the future up to a year in advance and can even predict things relating directly to a single person. Your visions can come at your beck and call, allowing you to enter a trance whenever you wish it.
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Jan 25, 2012 21:31:47 GMT -5
Post by Kuro on Jan 25, 2012 21:31:47 GMT -5
Empath
Empaths are an unusual type of pyschic. They are capable of sensing and affecting the emotions of others. Empaths tend to be colorful individuals, often wearing their emotions on their sleeves. They are capable of sensing the emotion in any creature that can actually have one. At lower levels, an Empath is highly effected by the emotions another has and it takes them time for them to gain enough control to manifest their own emotions. Empaths also tend to develop a fondness for a singular type of emotion, gravitating towards that kind of emotion.
Potential It was a simple little thing to you. Your friend fell and hurt themselves and you cried along with them. Or maybe someone was afraid of the dark and you became afraid as well even if you knew there was nothing that could hurt you. It always seemed to be that way for you, that you would start to feel the way that others felt. It was as normal as breathing but a few people might have thought you were weird or just being a fake.
Apprentice You're aware now that it is something thats different about you. You simply can always tell what someone is feeling. You often put it down to body language but you know it's more then that. Your affection for a certain type of emotion has started to develop now as you always seem to sense that one emotion better then other types of emotions. You also find yourself easily influenced by the emotions of others.
Journeyman At this level you can start to influence the emotions of others. It's only that one emotion you've got an attachment to but it's more then what others can do. You can finally sort yourself out enough that you're not influenced by weaker emotions. Powerful things will still send you reeling on the emotional spectrum but you're not as easily pushed over.
Master You can now prevent yourself from being controlled by the emotions of others. You can also fully influence on person to any emotion and up to five to the one emotion you have an affinity for.
Grand Master While you can influece up to five people for any emotion, and twenty for that one emotion you have an affinity for; you've also developed another little trait. Your aura has become such that you seem to affect the emotions of those around you. Not quite conciously affecting them, but making them closer to what you are feeling at that moment.
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Jan 25, 2012 21:33:32 GMT -5
Post by Kuro on Jan 25, 2012 21:33:32 GMT -5
Medium
The Medium is a truely haunted character. Litterally. They hear ghosts and spirits, perceiving them when they are virtually non-existant to the rest of the world. A medium is often employed to communicate with the other side, speaking with the dead with relative ease. Spirits will constantly be attracted to Mediums, often following them around and gathering at the Medium's home. A Medium is never truely alone because of this.
Potential You've always heard them. Little whispers that only you can hear. Sometimes you can make out the words, other times, it's just a jumble of things. Then theres that thing out of the corner of your eye. Sure, everyone sees those but you can almost swear that you saw someone standing there.
Apprentice You've gotten a grip on yourself, you know there are ghosts there. You can't always see them or hear them but some of them can talk to you as easily as if you were talking to them on the phone. They all seem to be relieved that you can see them and hear them. Many sleepless nights are in store as you just can't seem to shut them out. They all want to talk, and just talk to you.
Journeyman The voices are clearer now, so are the shapes you see. You can make out human forms and human forces. They all want to talk to you. For you to talk to them, to acknowledge them. Most simply want someone to talk to, others want you to speak to their families but all of them want something. They're always competing for your attention but luckily, most seem to keep to specific buildings or locations like cemetaries or your house. You can block out some of the ghosts, enough that you can get enough rest to function but they are always there. It's at this point that you may come across one spirit that is more interested in protecting you and guiding you through your abilities.
Master You can now block out most of the ghosts. They'll still clamour for your attention but it's no longer to the point where you feel like you're going insane. They're always there, like before, but it's not an overwhelming sense of it. You can also hide yourself from some of the ghosts wrapping your shields up enough that they won't notice you.
Grand Master You're finally capable of blocking out the voices. Mind you, this prompts the ghosts to often manifest enough to throw things your way. They're all clamouring for your attention but it's no longer quite so bad. It's at this point that you've gained the ability to 'shoo' the ghosts. You can actually get them to leave certain areas that aren't heavily tied to the world of the ghots (you can shoo them from your char or house but not from a graveyard). Even still, it is only temporary as they will all return at some point. Shooing the ghosts takes a lot out of a Medium and will often require some rest and relaxation afterwards.
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Jan 25, 2012 21:37:44 GMT -5
Post by Kuro on Jan 25, 2012 21:37:44 GMT -5
Necromancer
Necromancers are similiar to Animators but are completely in a league of their own. They can raise the dead like Animators but then they can also affect the undead making the Necromancer a highly powerful and dangerous human. Necromancers are also the only human, if marked as a servant, that can resist the control of their vampire. Necromancers can also have a zombie alive for far longer then an Animator can. Should a dead Necromancer be raised from the dead, they will rise as a Ghoul and be nigh unstoppable.
All of the Necromancer's concious abilities requires blood, and the more unique the ability, the more blood is needed. Controlling a Vampire requires human blood. Creating a construct requires a white goat sacrifice. Also, the older the dead, the greater the sacrifice required.
Potential Life pretty much starts out the same way as that of an Animator. Accidently bringing something back but unsure of why.
Apprentice You've come to the conclusion that you can raise zombies. For the most part, you're like an Animator and maybe you think you are one but there would be a subtle difference. Your zombies look better, plus they're coherent longer. You also don't seem as badly effected by raising the dead, even being capable of raising up to three of them (one at a time) without so much as breaking a sweat. You can also guess the age of the dead up to ten years.
Journeyman Now you know for a fact that you are no Animator. You've managed to raise two zombies together at the same time without even flinching. Sure, you're tired after the ceremony is done but it's just as if you raised three zombies over the course of the night like an Animator can do at this level. You can even raise up to five zombies at this level, and most of them will remain coherent well after the Animator's zombies have turned to gibbering mindless creatures. You've also discovered that you can raise a vampire of Adolescent or lower level. You can also judge the age of the dead by up to a century.
Master You're a master at this. You can raise up to five zombies at once, creating a legimate zombie horde for yourself. Over the course of the night, you can raise up to ten zombies and still have energy to spare to assist someone weaker in raising zombies. While your zombie is not lifelike, it's closer then any animator is possible of reaching. You can resist a vampire of Elder level, keeping him from rolling you plus, you can also make him do a nice little jig during the day if you so wished it. At this level, you can even "steal" zombies from weaker Necromancers and Animators. Enforcing your will upon them and commanding them as if you raised them yourself. You're capable of guessing the age of the dead up to five centuries and can guage the age of a vampire up to two centuries.
Grand Master You're beyond normal comprehension. Close to being the strongest Necromancer alive, you're capable of raising a whole graveyard by yourself (mind you, they'll be brainless zombies with no coherency at all). You can even ninja the zombie from a Master or a distracted Grand Master. Your powers may seem limitless, but usually require a white goat sacrifice at this point. You can now guage the age of a vampire up to five centuries, anything over that just seems really fucking old to you. You're even capable of creating some truely horrific things like an Abomination or a Lifelike Zombie. Congratulations, you're the thing that nightmares are made of. Please choose either Abomination or Lifelike Zombie and note it on your sheet.
OOC Note: Abominations are constructs that combine parts of other zombies. They are stronger and faster then normal zombies and are just as mindless. Lifelike Zombies are zombies that have been created at the moment the soul leaves the body, the Necromancer must have trapped the soul before it can move on and forced it back into the corpse.
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Jan 25, 2012 21:38:34 GMT -5
Post by Kuro on Jan 25, 2012 21:38:34 GMT -5
Null
This is true null and very rare. To a telepath, they are litterally an empty space. Most abilities do not effect them (physical actions always will). A True Null is a non-beleiver. He does not believe in the pyschic side of the preternatural as it simply does not affect him. True non-belief does not negate super strength to the face.
Nulls do not have the same ranks as normal abilities, nor do they ever increase in strength.
True Null Congratulations, you're a dead spot on the pyschic forefront. While still affected by physical things, you negate the powers of others. You negate the following effects: Animators, and Necromancers cannot raise the dead should a True Null cross their circle. Catalysts cannot sense True Nulls nor can they bring forth any ability in a True Null Clairvoyants cannot see anything should they touch a True Null. Telekinetics cannot pick up a True Null with their mind, they can however, still hit them with other objects. Telepaths view a True Null as an empty void.
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Jan 25, 2012 21:39:45 GMT -5
Post by Kuro on Jan 25, 2012 21:39:45 GMT -5
Precognition
Similiar to Divination, Precognition is viewing the future. However, Precognition is full on visions. Someone with Precognition is fully immersed in their visions. Most times, these visions will come to the precog in their sleep but some precogs can enter a trancelike state. Regardless of how they get their vision, all precogs are extremely vulnerable during that state.
Potential It's that moment when you have that sense of deja vu. Where you know you've experienced this day before. You simply put it off as coincidence but you can't really shake that feeling that you know you've done this all before.
Apprentice It's become apparent that something is quite different about you. When you sleep, the dreams come. The dreams of things that are definitely far beyond what would be normal. Places, peoples, things; nothing that quite makes sense. You'll reconize someone in one of the dreams or what you dream becomes reality within the week. You have some control but most of your visions are spontaenous.
Journeyman You now have some control over what you can do. Once a week, you can cause yourself to enter a trance like state to allow you to witness the future. You still have the dreams every night, and none of them are the fanciful things. Nightly, you perceive the future but it is only rarely your own.
Master You now have control over your precognition. You can choose to have a vision every day. These visions will vary in length depending on what you are trying to view. You must always choose a topic to focus on when trying to induce the vission trance. Every night you will dream but it is no longer as random, focusing instead on those you know.
Grand Master You can now enter the trance like state at will. Just keep in mind you are highly susceptable to harm while you are living dreams of the future. These visions can last hours or mere seconds.
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Jan 25, 2012 21:41:35 GMT -5
Post by Kuro on Jan 25, 2012 21:41:35 GMT -5
Pyrokinesis
The ability to control flame. Pyrokinetics can bend fire to their will as easily as most breathe. This power is not without it's risks, but the rewards can be great as most preternaturals are vulnerable to fire. While a pyrokinetic is protected from fire, once it gets beneath their aura they will burn. And burn for hours. Once a pyro catches fire, it will burn until the body is completely consumed leaving nothing left but ash. Consider a pyro on fire like a super-nova, things nearby will combust from the mere heat of it.
Potential Something about fire comforts you. You can spend hours watching it without getting bored. And you're almost sure that you made that one flame go a little odd shaped for a second. Of course, your mind could be playing tricks on you but you're sure that fire was out before you neared it.
Apprentice You know you're a pyro at this point... well maybe not exactly know but you know you're not normal. A moment of temper caused a spark which grew to a flame. You might have set the curtains and blankets on fire at home more then once as you started to get the hang of this power. Fire will spontaenously spout from you but at least you've discovered that you can also summon a little bit of fire and control the size of the fire in your fire place.
Journeyman Your ability to command fire has developed a great deal more then when you were just starting. You can summon fire at will just like you draw a breath. You often dream of fire now as well, having a strange sort of 'hot dream' almost every night is quite common. You can actually use fire offensively now, pulling it from it's original source and tossing it like candy at people. It's at this point you've either become a "hand" pyro which is someone who can only control the fire before it leaves their hands or a "line of sight" pyro which can control it without being near it (please keep in mind, the second is extremely rare). You need to use your power at least once a week at this point or else you run the chance of just spontaenously combusting things.
Master You are the epitome of the pyrokinetic ability. You can litterally create a fire storm if you wished it. Your power requires use way before it did at Journeyman but with good reason. You're a force of god at this point, litterally capable of causing things you touch to burst into flames. You've also developed a taste for things on the 'well done' kind of scale.
Grand Master Fwoosh! Boom! You're dead. Or at least thats the danger of this level. The amount of frequency of which you need to use your power is at the point is almost mindnumbing for you. Your life revolves around fire and nothing else. The only bonus is that your body has begun to change and you can gain some manner of sustenance from really really really well done things. Not that tastey but hey, gotta do what you gotta do to survive.
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Jan 25, 2012 21:43:24 GMT -5
Post by Kuro on Jan 25, 2012 21:43:24 GMT -5
Remote Viewing
A person with remote viewing can choose to extend their vision beyond their actual area. So long as they focus on their plane of existance, they can see things as far away as the other side of the world. Remote Viewing does come with a drawback, frequent use will result in the person developing minor blindness and a splitting headache. Because of the effect of this on a person, a Remote Viewer don't usually level up beyond Journeyman. The moment a Remote Viewer is rendered permenantly blind, they lose their power.
Potential It was an accident, you were sitting at home one day and suddenly you could see across the street like you were standing outside the window. Or maybe you were walking outside of town and could suddenly see inside your house. People probably labelled this of flights of fancy and an active imagination but you simply don't believe it as such. That minor headache afterwards always seemed to confirm it for you.
Apprentice The headaches have continued, gaining as much strength as your ability to remote view another area. You can sit in an open area and send your vision as far away as the other side of Great Britain. Of course, the headache that comes afterwards is always judged by how far away you sent your ability. Now there is a faint bit of blindness with the visions. It can vary from losing the ability to see color, to just seeing shapes, it all depends on how long you used your power and how your mind works.
Journeyman It's at this point that you can reach to the shores of the mainland if you wished it. Keep in mind, doing so will make you blind for at least a day due to the strain it puts on your mind and eyes. Regardless, your normal sight is enhanced beyond what should be normal for a human allowing you to see farther and far more then you ever could before. Frequent viewing of far away places, however, will cause you to go blind permenantly. And that sucks.
Master You're truely a sight to behold, you can stretch your vision as far as the shores of Greenland or all the way to the middle of Europe. Unfortunately, using it to that degree is going to make you blind for at least two days. Using the highest ability of your power more then twice in a week span will make you permenantly blind.
Grand Master You can see something occuring on the other side of the globe. Doing so, however, will make you blind for a month or more. This power is so strong that should you wish to use it more then once a year, you will go blind and suffer a stroke. While you won't die, you will be fucked up.
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Jan 25, 2012 21:45:25 GMT -5
Post by Kuro on Jan 25, 2012 21:45:25 GMT -5
Retrocognition
Retrocogs are capable of viewing the past. It is like the reverse version of Precognitive in the sense that the human is capable of experiencing visions of the past. Their visions are usually related to something they encounter. The visions are often tied to a memory of the person, causing them to flick back to something else.
Potential It was just a mere moment when you walked into a room and saw something that happened. It could be just a moment of seeing your parents showing up or maybe the cat you had as a child. You just know you saw something that you can't figure out. It was like a memory but maybe it was something more.
Apprentice Like the Precog, you now dream every night. People often tell you that these dreams are merely your mind reliving the moments before but you know it's more then that. Some of the dreams are about you but not from your perspective. They definitely have that feel of the weird for you. You've dreamed of previous events as far back as a week but they never seem to be from your point of view.
Journeyman You've finally garnered some control. Once a week, you can make yourself have a vision of the past. The visions are still a little uncontrolled and may not be of your intended choice but you can see back over several months. At night, those dreams have evolved into witnessing the past even farther back then that. Rarely are the dreams about your own past and often filled with events that you would never be able to imagine.
Master You have managed to gain control over your retrocognition. You can summon a vision once every day but these visions may last longer or shorter then what you intended. You must always choose a topic to focus on when trying to induce the vision trance. Your dreams at night have begun to focus on those you know, instead of the random things of the past.
Grand Master It is at this point that you can summon the past visions at will. While within a vision, you will not wake until it has run it's course which can be anywhere from seconds to hours. You can peirce the veil of time back thousands of years at this point so long as you have something to focus your visions on (a painting, a carving, etc).
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Jan 25, 2012 21:51:34 GMT -5
Post by Kuro on Jan 25, 2012 21:51:34 GMT -5
Telekinesis
Telekinetics are an unusual sort. Their pyschic abilities are so pronounced that they can force things to move by using their very will. Many telekinetics are prone to 'tantrum tosses' when they get angry. Litterally causing things around them to be thrown about when the Telekinetic gets angry or stressed. Most incidents of telekinetic powers have been confused for being demonic possession and it's not uncommon for an "exorcism" to go horribly wrong. Telekinesis requires you to either focus on a single target(s) or it will affect an area around you instead.
Potential You simply couldn't help it. You just got mad at your little brother for ripping the head off your dollie. How were you to know that you could make that head float about like it had a mind of it's own? Maybe it was an incident like that or maybe you caused the plates to spin on the table. Whatever it is, you've freaked yourself and the people around you out on numerous occasions.
Apprentice You've finally come to realize that it is you that can make those things move. You've been able to lift things up to ten pounds with your mind, either carrying them or throwing them short distances. Bursts of your power are easier at this level, as the longer you use the power, the more prone you are to a "pickaxe" headache on one side of your head. You've also spontaneously lashed out with your powers without even thinking about it. Causing damage around you by the mere stress of daily life.
Journeyman You have more control now. Capable of lifting up to fifty pounds. It may not seem like much but you're still capable of amazing feats with your power. The headaches aren't as bad now but they still occur with prolonged use of your powers. While you do have more control, you still have moments where your power gets the upper hand.
Master You finally have enough control that you no longer cause your power to trigger by itself. You know how to maintain your mood enough so that you can keep control over the telekinesis. You can lift up to 150 pounds and carry it around like it was nothing.
Grand Master This is the level that all Telekinetics aspire to reach. At Grand Master, you can lift up to 300 pounds of weight. While this cannot simulate the strength of a lycanthrope, it can allow you to do quite a few nifty things. Like flight. Just keep in mind that you'll need to keep focused if you want to try that, as it's a long way to the ground below and people don't take kindly to watching someone pull a Mary Poppins.
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Jan 25, 2012 21:56:53 GMT -5
Post by Kuro on Jan 25, 2012 21:56:53 GMT -5
Telepathy
Telepaths are capable of communicating with other people via the force of their minds. A telepath can come in three types. A sender, who only sends thoughts; a receiver, who only recieves thoughts; or full telepath, who can send and recieve. It is more common for someone to be a full telepath then one of the others but it all depends on how someone's mind works. Senders and Recievers cannot rise above Journeyman level but a Full Telepath can reach the max potential of their ability. Telepaths can only communicate with other humans or those with human like minds.
Receiver
Potential You can hear them. Those voices. You can't really make out anything out other then a word here or there but you know you heard it. Everyone tells you that you're crazy, and you may have ended up in a Sanitorium but you can't make them stop. You always hear those whispers.
Apprentice You're sure of it now. You're starting to hear sentences instead of just words. You also know that others can't do it. It's at this point that you begin to notice that it's what people are thinking. Maybe they thought something and you answered, which probably freaked them out, or you solved a problem someone was thinking about. Regardless, you know you can hear those thoughts.
Journeyman Things have been totally confirmed for you. You know you're a telepath. You may have been driven crazy by now with the unending chatter but at least you've gotten some definite belief that you are not just imagining them. You can block most of the voices out at this level but you can't simply ignore them all. But thats okay because your mind seems more capable of handling it then you ever expected it to be.
Sender
Potential It was a simple thing, you cussed out your boss in your head and he turned around like you did it. Or maybe you gloated inwardly about getting the last cookie and you got caught. Whatever it is, little things you thought to yourself, someone seems to have heard.
Apprentice Now you're sure of it. You say something in your head and others hear it. They've been able to make out some sentences you've thought up. You're not really sure yet how to keep them from hearing but they always seem to do it at the worst possible moment. Of course, that could just be bad luck on your part.
Journeyman You've done it, you've figured out how to differentiate your thoughts. You can make them hear only the ones you want them to hear provided they aren't strong enough to completely resist you. You can't hear their thoughts but at least now you can pass messages along without having to ever speak a word.
Full Telepath
Potential There are whispers in your head. You know some of them aren't yours but it doesn't matter. You can still hear them. Words that seem to revebrate in there. You mentally shout at them to shut it and someone nearby looked at you like you were insane, as if they heard that internal monologue of yours.
Apprentice Yep, you're definitely aware you're not normal. You can hear the thoughts of others but you can also make them hear yours. You can reach out, and cross a word to them just as you can hear a word or two from them. You can only focus on one person for a time and focusing gives you such a splitting headache that most itmes, it's not really worth it.
Journeyman You can make out sentences now and understand them, you can also tell someone a sentence or more at a time.You can focus on a person for much longer then you could at Apprentice level but it still causes that headache. You're also capable of not accidently sending a thought or three out but you can't quite control how many thoughts you hear.
Master You can finally control what you hear, managing to block things out completely but you've also gained the ability to hear more then one person at a time. Choosing to reach out to the minds of up to five people but you must focus on just one to send thoughts. It's at this point that there are no limits to how much you can receive or send so long as it's to one person and their mind can handle it.
Grand Master You can coherently understand what a crowd of people are thinking and it doesn't make you feel like your head is going to explode. Sure, you it does give you a headache with prolonged use but it's no where near as painful as it used to be. You have also gained the ability to do something rahter nifty, being capable of forming a pyschic link with another person. This link will not grant you any additional powers but it does allow you to share your gift between the two of you. They can hear your thoughts and you can hear theirs. You can remove the link with time but should it be suddenly destroyed, it will cause you to take a stroke and end up a vegetable.
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