Post by Parrot on Jun 24, 2013 22:39:53 GMT
These are the powers that ESP have. You can only have one per character. Some characters may be more powerful than others so please keep that in mind when creating a character.
Empathy: The ability to read and sense other being's emotions. They are particularly useful at detecting when another person is lying. They can also influence other character's emotions depending on how much they've mastered their powers and how weak of will their opponent is. You MUST ask permission first if you are going to alter another player's character- please don't power play.
Mediumship: The ability to communicate with the dead. They are weak against Elementals who are shamans as they too can communicate with the dead.
Precognition: The ability to perceive the future. This can be expressed through dreams while asleep or as sudden flashes to the character. This ability may also be used as a form of "danger sense" to show the user that they are being threatened and from what direction it is coming from. We recommend that only experienced roleplayers pick this power. You can have a lot of fun with it so long as you plot before hand.
Psychometry: The ability to relate details about the past or future condition of an object or location, usually by being in close contact with it. Plotting is once again advised for this power.
Telepathy: The ability to read other being's thoughts and communicate with them mentally. Stronger ESP's can create mental blocks in a person's brain, making them forget certain memories. You MUST ask permission to do this first.
Technopathy: The ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" which allows physical interaction with machines, or even a psychic ability that allows for mental interface with computer data.
Ecological Empathy: The ability to sense the overall well-being and conditions of your immediate environment and natural setting stemming from a psychic sensitivity to nature. This is a double bladed ability as it is powerful against nature magic but also more susceptible to it. They are also more likely to go over to the Old Magic side and are viewed as highly suspicious characters by most other ESP's.
Telekinesis: The ability to manipulate and control items with your mind. Those who have mastered this power can even move/alter organs inside of creatures.
Psychic Weapons:The ability to create a weapon of psychic energy that can harm mentally and physically. These can take shape as any kind of weapon the user desires. Examples: swords, axes, hammers, daggers, guns, lances, staves, whips, or maces. Those who aren't that skilled with their power yet can only create the feeling of pain, ranging from dull to sharp. Those who are skilled can draw blood and do serious harm. Psychic weapons can only be seen by those with ESP powers.
Dream Walking: The ability to enter another person's dream. Depending on how much practice the ESP has with their power they can do a variety of things. Starting from a novice to a master: simply watch the dream, interact with the dreamer, alter the dream, force a person to sleep, or keep the dreamer in a dreaming state for a certain length of time. Dream Walkers are vulnerable when they use their abilities.
Sensing: The ability to sense people's auras from different locations, essentially locating that person. The stronger the connection the Sensor has to the other person the easier it is to find them. Novices have a hard type making exact pinpoint locations.
Projecting: The ability to project an imagine or scene into another person's head, confusing or disabling them. If a certain scene is projected for a long amount of time (days, weeks, months, years, depending on how complex the projection is) then the other person starts to believe it really happened. You MUST ask permission to do this first.
Amplification: The ability to generate energy from the mind to the body. These ESP's can amplify their own bodies to a certain extent or enhance the ability of an object they are holding.
Mind Blast: The ability to shock the opponent's mind and stuns or hurts them. This is a good defensive ability as well as these ESP's, depending on how well they've mastered their magic, can physically push enemies away.
Crushing Magic: The ability to create psychic energy made prisons. Many of these ESP's focus on creating a crushing prison which can be extremely painful for the opponent. Those who practice can create larger prisons to keep people contained or smaller ones to attack specific areas.
Vector Manipulation: The ability to freely manipulate kinetic energy within the range of the ability - where it goes, how much force is behind the matter and whether or not to convert it to kinetic or potential energy. If someone threw a rock at the ESP, for instance, the moment it came within range of the ability's influence the ESP could stop it dead in mid air, change it's direction or send it right back with increased force and speed. The ESP would be strictly limited to only a few centimeters in range concerning what could be directly influenced by the ability, though. This ability can become more powerful with understanding of what's being done and the users mastery over it - creativity decides its usefulness. (Thank you to Spartan for explaining this ability and allowing us to use their description.)
Teleportation: The ability to teleport. Depending on the strength and mastery of this ability the user can teleport to locations they can see, they can teleport themselves or others, they can teleport to known locations that are a large distance away. This ability must be kept reasonable to your character's age and prowess of the magic. I don't want to see a fifteen year old who can teleport him and a few of his bodies across miles without having some serious side effects or ramification. That being said NO character can teleport to a location they haven't been before.
Invisibility: The ability to change your own skin color to match and blend in with your surroundings. Those who have mastered this power can even change their clothing. Novices and intermediates can only alter their skin and occasionally (if they lose their focus) can become visible. A faint silver shimmer is often seen when the light catches the invisibility at the right angle. Only masters can blend in completely. Elementals with the Camouflage skill have an easier time detecting these ESP.
Empathy: The ability to read and sense other being's emotions. They are particularly useful at detecting when another person is lying. They can also influence other character's emotions depending on how much they've mastered their powers and how weak of will their opponent is. You MUST ask permission first if you are going to alter another player's character- please don't power play.
Mediumship: The ability to communicate with the dead. They are weak against Elementals who are shamans as they too can communicate with the dead.
Precognition: The ability to perceive the future. This can be expressed through dreams while asleep or as sudden flashes to the character. This ability may also be used as a form of "danger sense" to show the user that they are being threatened and from what direction it is coming from. We recommend that only experienced roleplayers pick this power. You can have a lot of fun with it so long as you plot before hand.
Psychometry: The ability to relate details about the past or future condition of an object or location, usually by being in close contact with it. Plotting is once again advised for this power.
Telepathy: The ability to read other being's thoughts and communicate with them mentally. Stronger ESP's can create mental blocks in a person's brain, making them forget certain memories. You MUST ask permission to do this first.
Technopathy: The ability to manipulate technology. Manifested as a special form of electrical/telekinetic manipulation, a special form of "morphing" which allows physical interaction with machines, or even a psychic ability that allows for mental interface with computer data.
Ecological Empathy: The ability to sense the overall well-being and conditions of your immediate environment and natural setting stemming from a psychic sensitivity to nature. This is a double bladed ability as it is powerful against nature magic but also more susceptible to it. They are also more likely to go over to the Old Magic side and are viewed as highly suspicious characters by most other ESP's.
Telekinesis: The ability to manipulate and control items with your mind. Those who have mastered this power can even move/alter organs inside of creatures.
Psychic Weapons:The ability to create a weapon of psychic energy that can harm mentally and physically. These can take shape as any kind of weapon the user desires. Examples: swords, axes, hammers, daggers, guns, lances, staves, whips, or maces. Those who aren't that skilled with their power yet can only create the feeling of pain, ranging from dull to sharp. Those who are skilled can draw blood and do serious harm. Psychic weapons can only be seen by those with ESP powers.
Dream Walking: The ability to enter another person's dream. Depending on how much practice the ESP has with their power they can do a variety of things. Starting from a novice to a master: simply watch the dream, interact with the dreamer, alter the dream, force a person to sleep, or keep the dreamer in a dreaming state for a certain length of time. Dream Walkers are vulnerable when they use their abilities.
Sensing: The ability to sense people's auras from different locations, essentially locating that person. The stronger the connection the Sensor has to the other person the easier it is to find them. Novices have a hard type making exact pinpoint locations.
Projecting: The ability to project an imagine or scene into another person's head, confusing or disabling them. If a certain scene is projected for a long amount of time (days, weeks, months, years, depending on how complex the projection is) then the other person starts to believe it really happened. You MUST ask permission to do this first.
Amplification: The ability to generate energy from the mind to the body. These ESP's can amplify their own bodies to a certain extent or enhance the ability of an object they are holding.
Mind Blast: The ability to shock the opponent's mind and stuns or hurts them. This is a good defensive ability as well as these ESP's, depending on how well they've mastered their magic, can physically push enemies away.
Crushing Magic: The ability to create psychic energy made prisons. Many of these ESP's focus on creating a crushing prison which can be extremely painful for the opponent. Those who practice can create larger prisons to keep people contained or smaller ones to attack specific areas.
Vector Manipulation: The ability to freely manipulate kinetic energy within the range of the ability - where it goes, how much force is behind the matter and whether or not to convert it to kinetic or potential energy. If someone threw a rock at the ESP, for instance, the moment it came within range of the ability's influence the ESP could stop it dead in mid air, change it's direction or send it right back with increased force and speed. The ESP would be strictly limited to only a few centimeters in range concerning what could be directly influenced by the ability, though. This ability can become more powerful with understanding of what's being done and the users mastery over it - creativity decides its usefulness. (Thank you to Spartan for explaining this ability and allowing us to use their description.)
Teleportation: The ability to teleport. Depending on the strength and mastery of this ability the user can teleport to locations they can see, they can teleport themselves or others, they can teleport to known locations that are a large distance away. This ability must be kept reasonable to your character's age and prowess of the magic. I don't want to see a fifteen year old who can teleport him and a few of his bodies across miles without having some serious side effects or ramification. That being said NO character can teleport to a location they haven't been before.
Invisibility: The ability to change your own skin color to match and blend in with your surroundings. Those who have mastered this power can even change their clothing. Novices and intermediates can only alter their skin and occasionally (if they lose their focus) can become visible. A faint silver shimmer is often seen when the light catches the invisibility at the right angle. Only masters can blend in completely. Elementals with the Camouflage skill have an easier time detecting these ESP.