Magister
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Nov 21, 2009, 2:07pm




You find yourself at the age of eleven.
A l o n e. Cold.
Shunned by your own father and mother.
An outcast.
You didn't mean for it to happen,
you have no idea why it happened.
You don't want this.
You're out of control.

Welcome to Magister, a new Harry
Potter world based RPG focussed
around Áras Leanaí, a school in
Ireland. Witches, wizards and muggles
with special abilities are brought there
by the Finders. Despised by society,
these children are given the opportunity
to control their powers and regain
their future.









July 2008 | Fall

Weather
Mornings can be a bit chilly but the
days usually brighten up fast.
Around 1 PM the temperatures will
have shot up to a quite
pleasant height, only interrupted
by a cool breeze coming from the lake.
It starts cooling down around 6 PM. Evenings are very pleasant and nights are clear, perfect for stargazing.

Status
Accepting members




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Setting
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Nocht 0000 Talamh 0000
Thine 0000 Uisce 0000




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Magister :: Reception :: Information Desk :: Powers and Ability's
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 AuthorTopic: Powers and Ability's (Read 234 times)
Oryon O'Branagain
Administrator
*****
Shinkendo Captain
Nocht 7th Year
17 Years Old
Nocht Prefect
Aerokinesis
Animorph


Running with the WIND

member is offline

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In the NAME of the WIND


[homepage]

Joined: May 2008
Gender: Male
Posts: 68
Location: Áras Leanaí
Karma: 2
 Powers and Ability's
« Thread Started on May 18, 2008, 3:54pm »

When applying for a power, please explain how they first got to know about their powers and the consequences of him/her using them. Posting a reservation here will keep a lock on the power for a week

Legend:
Power = free
Power = Reserved
Power = Taken

Main Powers and/or ability's [Only 2 people per power]:

Clairvoyance - ability to perceive events that are taking place elsewhere or sense places that are not in view.[1/2]

Precognition - ability to perceive the future.

Telepathy - ability to read the thoughts or, or to mentally communicate with others.

Telekinesis - ability to manipulate and control objects with the mind.[1/2]

Echolocation - ability to determine location of items in the environment by use of reflected soundwaves.

Microscopic vision - ability to magnify vision to various levels.

Animation - the power to bring inanimate objects or self made drawings to life or to free a person from petrification.

Empathy - ability to read or sense the emotions and/or control the emotions or feelings of others.

Psychometry - ability to relate details about the past or future condition of an object, person or location usually by being in close contact with it.

Summoning - ability to summon objects or beings for assistance.

Camouflage - the method which allows an otherwise visible organism or object to remain indiscernible from the surrounding environment.

Invisibility - ability to render oneself unseen to the naked eye.

Mind Blast - ability to overload another's mind causing pain, memory loss, loss of consciousness, vegetative state and/or death.

Possession - ability to take control of another person's body via astral projection or mind transfer.

Adaptation - ability to develop a resistance or immunity to anything a being is exposed to the first time so that it will not have any effect the second time. This effect can be permanent or temporary.

Animalistic - ability to take on abilities of certain animals.

Astral Projection - ability to separate and control one's astral body.

Jump - ability to leap incredibly high and far.

Levitation - Often confused with Flying, it is the ability to use the mind to be lifted off the ground and sent through the air. It can basically be seen as self-applied telekinesis.

Phasing - ability to pass through solid objects. [1/2]

Senses - ability to see, smell, taste, feel and/or hear more than a normal human. [choose only one sense]

Sensing - ability to sense or recognize superhuman powers.

Size Changing [Sizeshift] - ability to increase or decrease one's size and body mass.

Wallcrawling - ability to cling to objects or surfaces by a variety of means.


Elemental Powers [Only 1 person allowed per power]:

Aerokinesis - ability to control or generate the winds.

Atmokinesis - allows the user to control many aspects of nature, mainly the weather.

Chlorokinesis - ability to produce, control and/or manipulate plants.

Chronokinesis - ability to mentally affect the flow of time. Time manipulaters can slow down time and speed it up. They are usually only capable of affecting the flow of time in the immediate area and are often unaffected by their own powers.

Cryokinesis - ability to control, generate, or absorb ice.

Electrokinesis - ability to control, generate, or absorb electricity. This power is usually deemed as very powerful.

Elemental Transmogrification - ability to change the form of someone's body to a type of element such as earth, water, and other elements.

Geokinesis - ability to control the classic element of earth; sand, stone, rock, lava, and/or dirt.

Hydrokinesis - ability to control, generate, or absorb water.

Hypnokinesis - ability to mentally send an individual into a trance-like state, and/or mentally manipulate an entranced individual via hypnotic suggestion.

Magnetokinesis - ability to control or generate magnetism.

Photokinesis - ability to control, generate, or absorb light itself.

Pyrokinesis - ability to control, generate, or absorb fire.

Technopath - ability to control technology with their mind.

Toxikinesis - manipulation of Poisons, Spores, and Sludge. Generate various types of venoms and poisions with assorted effects.

Vitakinesis - ability to heal damage on biological creatures,such as healing wounds, curing sickness, and healing other injuries. This healing process cannot be applied to the user's self.

Other ability's [only 5 people per ability]:

Linguist - capable of speaking and understanding every and any language the user is confronted with.

Animorphing - ability to change your body into that of an animal. [1/5]

Metamorphing - ability to change your body into that of another person.[1/5]

Vampirism - super hightened senses, enhanced physical strength, enhanced speed and night vision. User will be unable to use any of these ability's between sunrise and sunset and will need to get daily doses of both blood and insulin. Not able to turn other human being.

Werewolf - the night before full moon, the user will experience pain, an unpleasant urge to eat raw meat and, if you are male, to mark your territory. The night of the full moon, the user will turn into a wolf-like creature, rampaging and killing all you see. Beyond that, the user will have a keen sense of both smell and hearing and you will be stronger then normal people. Not able to turn other human being.

The Speech - ability to converse with animals. This ability is not limited to certain creatures, but be realistic, you can not talk with a fly and have an intelligent conversation. The only intelligent creatures that you can actually converse with are Dolphins, Monkeys [not all], Certain birds and animals of prey. Other creatures will most likely be either skittish or stupid. If you want to have a conversation with an animal, feel free to pm me and ask how the creature in question would respond.
« Last Edit: Dec 12, 2008, 8:35pm by Ethalyn Abernathy »Link to Post - Back to Top  IP: Logged

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Alder; Kneazle Fur; Flexible; 13 inches
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