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POWERS
Jun 27, 2010 19:18:45 GMT -5
Post by ADMIN VARA ! on Jun 27, 2010 19:18:45 GMT -5
when it comes knocking on your door
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All powers are set into the canons (here). So before you ask, no, you can't have a power/canon that someone else has already reserved or claimed. If you're looking for a description of a power that isn't quite so familiar, feel free to post a question in the information desk.
I'm sure most characters will have their powers established before game play (for example, if a 25 year old telepath has had his powers since he was 16, there'll be no need to introduce the how's and when's of first-use). However, for those who would prefer playing their character from the very beginning, you have two options:
One: Initiation. Between the ages of thirteen and twenty, if a witch has not yet received his or her power, the witch's family may induce first-use (the very first time a witch's power manifests). This is done through a very complex ritual. Advantages of taking this route are quite simple: you get your powers early, and you get more time to practice and refine said powers.
However, inducing first-use is much like pulling out a loose tooth before it's ready to come out. Some witches say first-use feels completely normal and natural. Others say it was the single most painful and frightening experience of their life. You've been fairly warned.
Two: Manifestation. Some lucky witches experience first-use naturally early on in life. It just pops up one day, sort of like a growth spurt. This commonly happens between the ages of sixteen and twenty. When it comes to manifestation, first-use is commonly rather pain-free. However, powers in general can be rather scary. Imagine getting into a fight and all of a sudden, your friend is on fire. Pain-free for you maybe, but still hella scary.
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You may have noticed that each of our canons already has a power. If you'd like, you can change the power or make up one of your own. Use the other powers as basic guidelines. Each family has a theme or a 'category' of power, so don't stray far from those. And for creativity's sake, don't double up on a power that's already on the list. Have fun with the freedom.
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POWERS
Oct 3, 2010 0:52:53 GMT -5
Post by ADMIN VARA ! on Oct 3, 2010 0:52:53 GMT -5
list of -
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The list of canons we have up at the moment is not exhaustive. Feel free to add to the list. The list below is of the past powers we didn't have space for. Feel free to use them as inspiration when creating your character. And if you've got ideas of your own, PM one of the admin, or catch us on the c-box if we're around.
BLAKEWOOD COVEN (Mental Manipulation)
Claircognizance (enhanced intuition).
Inundation (flooding someone's senses psychically in order to incapacitate them, or simply render them blind or deaf, etc).
Memory erasure, or even manipulation of memory.
Possession (beware of the evil godmoding).
Postcognition (visions of the past).
Remote viewing.
PROCTOR COVEN (Super Human)
Biokinesis (manipulation of one's genetic makeup).
Chromokinesis (manipulation of photons of one's own or another's, possibilities include changing eye/hair/skin colour, and even invisibility)
Flight.
Pneumakinesis (control over respiratory function).
Sublimation (taking a vapour form).
Superhuman endurance.
KELSEY COVEN (Elemental Forces)
Agrokinesis (manipulation of vegetation).
Atmokinesis.
Audiokinesis.
Heliokinesis (sunlight).
Molecular transmutation.
Terrakinesis.
AMES COVEN (Control Freaks)
Disintegration.
Energy conversion.
Necromancy.
Power broker.
Reactive adaptation.
Technopathy.
Teleportation.
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