Post by Thaumaturgy International on Apr 24, 2008 16:00:38 GMT -5
Description of Abilities
Some of the species here have some nice natural abilities, so here is a handy codex for you to get them all explained!
High Strength/Speed/Intelligence: This race is skilled in a certain ability. This power is more subtle then the 'super' versions. Dwarves, for example, are just usually strong. This doesn't mean they can hammer throw cars, it just means that they are more often then not going to be stronger then other races without the super strength feature.
Immortality: Characters with this trait will live forever. They will not get sick or die of old age. They can still be killed and spells/viruses may exist in game that will effect characters with the immortal trait.
Light Sensitivity: Characters who are used to the dark, or have some bane to light. If allowed to adjust to light normally they will be able to adjust with time, but if subjected to a quick, sudden flash of light characters with this flaw will be dazed and momentarily blinded. The higher the flaw level, the more violent the reaction. Characters with extreme light sensitivity will become temporarily paralyzed in the presence of sudden light, they will also be blinded for up to an hour.
NOTE: This does not apply to things like lighting a torch, or turning on a light in a dark room. Those actions will only stun and daze. The paralyze and blind effect come from strong light blasts, like a spell or a flash bang.
Long Life: These characters live for an exceptionally long time. They are not immune to diseases and may still get sick or die earlier, but they are definitely living far past their 100th birthday if all goes smoothly.
Mind Powers: The character has the power to mentally dominate or make suggestions on other characters, read minds, or use telekinesis. The effect of this varies depending on the skill and abilities of who they are attacking, and the skill and abilities of the attacker themselves. For more details, go here.
Natural Caster: The caster, unlike others, does not need a vessel to use magic. In addition, they may have access to some magics that others will not be able to learn. Their magic is genetic rather then learned.
Night Vision: Characters with this can see exceptionally well in the dark, making it harder to blind them with spells that blot out light or cause darkness.
Potions Master: Characters with this are more able to brew potions and salves then other races. They have a natural understanding of the ideals behind potion brewing.
Super Defense: Characters with this are well suited to resisting attacks, both magical and physical. As an example, dwarves may not be skilled with attacking magically (usually, exceptions do exist) but their resilience to magic and physical punishment is unmatched.
Super Intelligence: Characters with this are better able to absorb, decipher, and recall information. They make fantastic scribes, counselors and judges.
Super Speed: Characters with this are able to move so fast that they can appear almost a blur. Using this ability is very obviously supernatural, so it has been forbidden to be used in the presence of "The Veiled" by TI.
Super Strength: Characters with this are able to perform feats of strength that no mortal could hope to match. Lifting cars and throwing them without effort, tearing down brick walls, and other feats of strength. Using this ability is very obviously supernatural, so it has been forbidden to be used in the presence of "The Veiled" by TI.
Technologic: Characters with this are able to understand and work with technology better then others. They have a knack for integrating magic and machine to make wondrous effects.
Commune with Nature: This ability allows the user to speak with the more intelligent plants and animals. The smarter the animal and the bigger the plant, the easier it is to communicate.
Fade to Black: Characters with this ability may turn their bodies temporarily into a dark gas to avoid attacks or travel more quickly. Cannot be used more than once in quick succession. Dissipating the gas (i.e. using a gust of wind, or even waving a hand through it) will weaken the character, and capturing it will render them unable to transform back, so use it with care.
Sparkle: You can transform into a group of glittering particles to avoid attacks, but you may not move while in this state. This ability may not be used if the subject is handcuffed, etc. and only lasts a short time.
Some of the species here have some nice natural abilities, so here is a handy codex for you to get them all explained!
High Strength/Speed/Intelligence: This race is skilled in a certain ability. This power is more subtle then the 'super' versions. Dwarves, for example, are just usually strong. This doesn't mean they can hammer throw cars, it just means that they are more often then not going to be stronger then other races without the super strength feature.
Immortality: Characters with this trait will live forever. They will not get sick or die of old age. They can still be killed and spells/viruses may exist in game that will effect characters with the immortal trait.
Light Sensitivity: Characters who are used to the dark, or have some bane to light. If allowed to adjust to light normally they will be able to adjust with time, but if subjected to a quick, sudden flash of light characters with this flaw will be dazed and momentarily blinded. The higher the flaw level, the more violent the reaction. Characters with extreme light sensitivity will become temporarily paralyzed in the presence of sudden light, they will also be blinded for up to an hour.
NOTE: This does not apply to things like lighting a torch, or turning on a light in a dark room. Those actions will only stun and daze. The paralyze and blind effect come from strong light blasts, like a spell or a flash bang.
Long Life: These characters live for an exceptionally long time. They are not immune to diseases and may still get sick or die earlier, but they are definitely living far past their 100th birthday if all goes smoothly.
Mind Powers: The character has the power to mentally dominate or make suggestions on other characters, read minds, or use telekinesis. The effect of this varies depending on the skill and abilities of who they are attacking, and the skill and abilities of the attacker themselves. For more details, go here.
Natural Caster: The caster, unlike others, does not need a vessel to use magic. In addition, they may have access to some magics that others will not be able to learn. Their magic is genetic rather then learned.
Night Vision: Characters with this can see exceptionally well in the dark, making it harder to blind them with spells that blot out light or cause darkness.
Potions Master: Characters with this are more able to brew potions and salves then other races. They have a natural understanding of the ideals behind potion brewing.
Super Defense: Characters with this are well suited to resisting attacks, both magical and physical. As an example, dwarves may not be skilled with attacking magically (usually, exceptions do exist) but their resilience to magic and physical punishment is unmatched.
Super Intelligence: Characters with this are better able to absorb, decipher, and recall information. They make fantastic scribes, counselors and judges.
Super Speed: Characters with this are able to move so fast that they can appear almost a blur. Using this ability is very obviously supernatural, so it has been forbidden to be used in the presence of "The Veiled" by TI.
Super Strength: Characters with this are able to perform feats of strength that no mortal could hope to match. Lifting cars and throwing them without effort, tearing down brick walls, and other feats of strength. Using this ability is very obviously supernatural, so it has been forbidden to be used in the presence of "The Veiled" by TI.
Technologic: Characters with this are able to understand and work with technology better then others. They have a knack for integrating magic and machine to make wondrous effects.
Commune with Nature: This ability allows the user to speak with the more intelligent plants and animals. The smarter the animal and the bigger the plant, the easier it is to communicate.
Fade to Black: Characters with this ability may turn their bodies temporarily into a dark gas to avoid attacks or travel more quickly. Cannot be used more than once in quick succession. Dissipating the gas (i.e. using a gust of wind, or even waving a hand through it) will weaken the character, and capturing it will render them unable to transform back, so use it with care.
Sparkle: You can transform into a group of glittering particles to avoid attacks, but you may not move while in this state. This ability may not be used if the subject is handcuffed, etc. and only lasts a short time.